Sf often imagines 'simpler' governmental systems (ie, ones hardly seen in the modern world) in the future: empires, kingdoms, feudal systems, and so on. Sometimes this is because the plot mimics historical events, and so the politics of that period are also copied. But, in my opinion, in many cases the reason is just that such systems are (or seem to be) easier to 'bring to life'.
Modern governments are hugely complex. Not only is there the apparatus of state, but also a variety of political parties and their associated terminology, plus non-governmental (or supra-governmental) organisations … Few could keep track of them all in even in their own country. For example, can you 'complete' (without research!) each of the following (UK-related) acronyms? (They start easy, but get trickier.)
GB & NI; HM; MoD; RSPCA; QUANGO; DEFRA; DUP; NEC; SDP; MORI.
I think non-UK citizens will be doing well to get two or three. But I wouldn't expect someone from this country to get more than half either.
Or some international ones (which, in theory, we should all know)?
UN; NATO; IMF; IAEA; OECD; IPCC.
Okay, I'll stop now. I'd be surprised if anyone could get all of those from both lists without looking them up - especially as at least one of them (NEC) can stand for (much) more than one thing! Certainly many of them would be a bit of a mystery to most of those whose lives they affect.
So, we live in such a hugely complicated political system that we can barely keep track of all the organisations that are involved in running it, let alone understand how all those organisations are structured or function, or how decisions are arrived at by them individually or collectively.
And so, how can one person be expected to invent an equally (or more) complex system in its entirety in order to create a 'plausible' future political system? Even if you did, you would either end up boring your reader to death with this detail, or confusing your reader every time another organisation shows up in the story (unless you pause every time to explain what on earth it is …).
By contrast, something like a kingdom seems attractively simple. Even better, it's clearly based upon distinctive personalities (the monarch, the members of the nobility, the king's advisors, etc) rather than what might seem to be faceless organisations. The down side is that this is no longer speculative fiction: it's the politics of the past in a story with only the trappings of the future. Also, once you start telling the story of kings, dukes, princes and generals, you find yourself telling one in which 'ordinary people' neither appear nor have any consequence.
If we look at the main EV scenarios, we can see that each has shied away from the problem of creating a 'real' future polity:
• The original EV's Confederation is labelled from the outset as corrupt; so it doesn't matter how it's political system might work, because it's been established that it's a sham. We learn next to nothing about how either it or 'the Rebellion' are organised.
• Override's United Earth has a few nods towards the existence of a complex bureaucratic system (such as Sovietesque contractions like AlRelDep - Alien Relations Department; and ColRegDep - Colonial (Registration(s)? Regulation(s)? Even I don't know!) Department), but how that system might actually function remains unknown. Other polities are left even more obscure: we call it the Voinian Empire , but does it even have an Emperor?
• Nova explores politics in more depth, but still avoids the main problem. Its Federation - like the original's Confederation - is a sham at the time of most of the plot: it's really being run by 'the Bureau', and so again we don't have to worry about how the system works (as it's corrupt). The Aurorans form a kind of feudal confederacy, split up into Houses run by a kind of warrior aristocracy. The Polaris have a caste-based system, headed by a conclave of caste leaders. Both of these latter two are old systems - and states today which have traces of such features are trying to modernise away from them. How today would we regard a state which assigned, as the Polaris do, every citizen a 'career path' at the end of their education, from which they could not significantly deviate for the rest of their life?
But the truth is that these various evasions of the problem are probably the best and only alternative in the context of a game like EV. It's a game about space battles, and the politics is only important in as far as it causes those battles to happen. Creating a convincing, complete modern (or postmodern) political system is an enormous task and yet, at the same time, all the details of that system would have to be kept 'out of sight' of the end-user - who just isn't interested (nor should he be) in any of them.
This post has been edited by pac : 19 January 2007 - 09:21 AM