An A to Z of science fiction fields of study.
With Dan Simmon’s Hyperion Cantos and Isaac Asimov’s Foundation series inching closer to television screens, a question resurfaces, a question I’ve been asking ever since first reading these two works of classic science fiction, both of whom have been fighting an eternal battle for the number one spot on my favourites list.
What makes these stories so great?
For me, it’s the scope of these novels. It’s how the authors infuse a multitude of scientific disciplines and morph them into the plot. This little project is intended as a study guide for me to use and others if they choose, and aims to list as many topics and fields of study as possible. It’ll be an ongoing process as I probably will miss a few academic disciplines along the way.
Art
Science fiction is an art form, and visual and science fiction have complemented and inspired each other. From cover art of Jules Verne’s novels and Amazing Stories to the mind-bending number of sci-fi-influenced artworks in existence today, to the contemporary music inspired by this muse called sci-fi, it is a shame art doesn’t feature as much inside sci-fi stories as science does. Film and television combine the two formats (art and literature), a synergy that creates its standalone art, but few stories explore art as a theme or science. How many authors pose the question, what is art?
Science fiction, to me anyhow, is about exploring new concepts, and neglecting to explore such a vast aspect of human behaviour is always going to be a missed opportunity. As humans, we possess a range of sensors that can be aroused by art or information. Our eyes have pictures to lust over. Our ears have music to listen to. Our tongues have gourmet food to explore. Our skin has fashion; our noses, perfume and smell. Our inner ears give us balance, so is not defying gravity an appreciation of its beauty?
How else can humans make art? How would aliens make art? How else can an author explore the endless possibilities of art?
World-Building
Art can reveal the culture, history, and values of a fictional world. The presence (or absence) of art—whether in the form of paintings, architecture, music, or other creative expressions—helps shape the setting.
In Hyperion by Dan Simmons, the Poet’s Cantos becomes a key piece of cultural art that reflects the struggles of humanity in a distant future. Artifacts like sculptures, murals, or futuristic designs can hint at alien civilizations or advanced societies, giving readers a sense of depth and richness.
Character Development
Art often reflects a character’s inner world, offering insights into their emotions, beliefs, or struggles.
A character who paints or sculpts might use art as a way to cope with trauma or express themselves. In Do Androids Dream of Electric Sheep? by Philip K. Dick, Rick Deckard’s obsession with owning real animals reveals the cultural values of his world while emphasizing his longing for connection.
Themes and Symbolism
Art can serve as a metaphor or symbolic device, representing larger themes like freedom, rebellion, or human resilience.
In 1984 by George Orwell, the coral paperweight symbolizes beauty and individuality in a world stripped of personal expression. Abstract or alien art forms can challenge the reader to rethink human creativity and its limits.
Plot Devices
Artworks can act as critical elements of the plot—treasured relics, coded messages, or items of political or emotional significance.
In The Memory Theater by Karin Tidbeck, art takes the form of elaborate theatrical performances. These performances are not just entertainment; they are integral to the existence and power dynamics of the characters. The “Masters,” immortal beings who live in a timeless realm, use theatre to manipulate reality itself. The scripts, costumes, and performances influence the fabric of their world, binding both the performers and the audience into a shared, often sinister, reality.
Exploring the Role of Art
Some authors explicitly use art to ask philosophical questions: What is art? What is its value in society? How does it change in futuristic or alien contexts?
In A Clockwork Orange by Anthony Burgess, the protagonist’s love for classical music contrasts with his violent tendencies, exploring the duality of human nature.
Speculative works can often imagine how art evolves in response to new technologies or cultural shifts, such as holographic masterpieces or AI-created symphonies.
Immersion and Aesthetics
Art adds texture and vividness to a story. Descriptions of futuristic sculptures, alien music, or digital murals pull readers into the sensory experience of the world.
It plays a subtle yet profound role in Ursula K. Le Guin’s The Left Hand of Darkness. The novel explores the alien culture of the Gethenians, whose art forms—like their literature, music, and oral traditions—offer insights into their unique way of life and non-binary gender identities
By integrating art into their narratives, authors expand the emotional and intellectual dimensions of their stories, making them resonate more deeply with readers while exploring what it means to be human—or something more.
Time-tourism, Up the Line by Robert Silverberg
Mask-making art, The Moon Moth by Jack Vance’s
Holographic sculpture, The Martian Inca by Ian Watson
Music-and-light linkages, The Whole Man by John Brunner
Sartorial art‘s The Garments of Caean by Barrington J Bayley
Psycho-sculpture, The Second Trip by Robert Silverberg
Laser-based artform, The Rainbow Cadenza by J Neil Schulman’s
Dream recording, Dreaming is a Private Thing by Isaac Asimov
Cloud-sculpting, Vermillion Sands by DJ G Ballard
Archeology (xenoarcheology)
Apart from the SETI researchers who search for signals that are millions of years old, not one person today is a practising xenoarcheologist. How can they be when there are no artefacts for them to study? This should not stop an author from giving it a go. The discipline can be monumental or incidental to the story, whether it’s uncovering an unknown civilisation, humanity’s alien origins or finding relics predating the cosmos, what better way to give a story some background than to have xenoarcheologists research the history of a place or people, here on a future Earth looking back at its past, on some exoplanet, or in deep space somewhere.
Xenoarchaeology
Xenoarchaeology—literally the study of alien artifacts and civilizations—exists purely in the realm of imagination. After all, without actual alien artifacts to study, no one today can truly practice this discipline. But that hasn’t stopped science fiction authors from turning it into a compelling and often central theme in their stories.
From uncovering the ruins of ancient alien empires to grappling with the philosophical implications of humanity’s extraterrestrial origins, xenoarchaeology offers authors a rich framework for exploring the unknown. It allows readers to peer into the deep pasts of imagined worlds and civilizations, all while raising questions about history, identity, and our place in the universe.
Uncovering Alien Civilizations
Xenoarchaeology gives authors a way to introduce alien cultures without the need for direct contact. Ruins, artifacts, and ancient texts provide glimpses into the past, letting readers piece together who these beings were, what they valued, and how they lived—or perished.
In Rendezvous with Rama by Arthur C. Clarke, a mysterious alien spacecraft passing through the solar system becomes the subject of exploration. The discoveries within hint at the sophistication of its creators while leaving much to the imagination.
Humanity’s Alien Origins
The concept of humans being descended from or influenced by alien civilizations is a popular trope that xenoarchaeology can bring to life. Artifacts, genetic evidence, or ancient writings often serve as clues in these narratives.
In Dan Simmons’ Hyperion Cantos, the ancient Shrike artifacts left on the planet Hyperion intertwine human and alien histories, shaping the fates of those who dare to study them.
Cosmic Mysteries and Relics
What if an artifact predates not just humanity but the universe itself? Such discoveries can serve as the focal point of grand, cosmic mysteries, challenging characters (and readers) to think beyond the boundaries of time and existence.
In Alastair Reynolds’ Revelation Space series, the discovery of ancient alien ruins leads to revelations about the fate of intergalactic civilizations and the looming threat to humanity.
Where Xenoarchaeology Thrives
- Future Earth
In a distant future, humanity might look back at its interstellar migrations and forgotten colonies as archaeological digs. The relics unearthed could raise questions about memory, identity, and the cyclical nature of civilization. - Exoplanets
Exploring alien worlds naturally lends itself to archaeological themes. Ruined cities, cryptic carvings, and abandoned starships become the breadcrumbs for characters to follow, uncovering the secrets of the universe. - Deep Space
Floating debris fields, derelict stations, or Dyson spheres provide rich ground for xenoarchaeological discoveries in the vacuum of space. These locales often blend archaeology with elements of survival, mystery, and exploration.
Xenoarchaeology as a Storytelling Tool
Xenoarchaeology isn’t just about the past; it’s about how the past shapes the present and future. Artifacts can serve as plot devices, driving characters to solve mysteries, confront existential questions, or clash over the ownership of history. The discipline can also add depth to a story’s world-building, offering a sense of history and context to alien or human societies.
The Intrigue of the Unknown
What makes xenoarchaeology so captivating is its ability to evoke awe and wonder. Every artifact hints at something greater—a lost empire, a forgotten technology, or even a dire warning from the past. It allows readers to feel the thrill of discovery alongside the characters, all while pondering the vastness of the universe and its untold histories.
In the end, xenoarchaeology isn’t just about studying artifacts—it’s about exploring the human need to understand, connect, and find meaning in the relics of an imagined past. Whether monumental or incidental to a story, it’s a tool that gives science fiction its rich sense of history, mystery, and infinite possibility.
Elder Things, At the Mountains of Madness by H. P. Lovecraft
Multiple cyclical collapses of civilization, Nightfall, Isaac Asimov
Cylindrical alien starship, Rendezvous With Rama, by Arthur C. Clarke
High Ones, Across A Billion Years, by Robert Silverberg
Heechee, Gateway by Fredrik Pohl
The Klikiss, Saga of Seven Suns (Book 1: Hidden Empire) by Kevin J. Anderson
Puppeteer homeworld, Ringworld by Larry Niven
See also 10 Space Archaeology Novels You Must Read
Arcology
Is it the architects leading the writers, or the other way around? Either way, whether you’re a human, transhuman or alien, you have to live somewhere.
From bionic architecture to autonomous buildings, nothing sets the scene better than creating unique habitats for your characters to live in. Functional spaces can add synergy to any plot whether they are based inside subterranean slums or in space palaces.
Building the Future
Arcology—a fusion of “architecture” and “ecology”—represents self-sustaining, massive habitats that integrate human life with the environment. These visionary structures, which often combine living, working, and recreation spaces within a single ecosystem, are a staple of science fiction world-building. But is it the architects inspiring the writers or the other way around?
Regardless of the answer, one thing is clear: whether you’re human, transhuman, or alien, everyone needs somewhere to live. In science fiction, these habitats are often more than mere settings—they shape the narrative, reflect societal structures, and even influence the characters’ decisions and identities.
The Role of Arcology in Sci-Fi
Setting the Scene
From subterranean slums to floating space palaces, habitats create a vivid backdrop for the story. They provide a sense of place and define the technological and cultural achievements (or failures) of a civilization.
In Dune by Frank Herbert, the Fremen sietches—hidden underground habitats—aren’t just dwellings. They are symbols of survival, community, and adaptation to the harsh desert world of Arrakis.
Driving the Plot
The design and functionality of these habitats often create or escalate conflict. A failing arcology might spur a survival story, while a heavily controlled one could fuel rebellion.
In Isaac Asimov’s The Caves of Steel, humanity lives in sprawling, enclosed cities. These confined environments shape the mystery plot and highlight the tension between Earth-dwellers and their Spacer counterparts.
Reflecting Societal Values
The architecture of a habitat often mirrors the society that built it. Utopian arcologies may showcase harmony with nature, while dystopian ones reveal inequality, environmental neglect, or oppressive regimes.
In Snow Crash by Neal Stephenson, the franchise-run burbclaves and megacities represent fragmented, corporatized societies, contrasting with the chaotic sprawl outside their controlled boundaries.
Exploring Identity and Adaptation
Living spaces shape the way characters interact with their environment—and each other. Arcologies can highlight human (or alien) resilience, creativity, or the struggle to maintain individuality in confined or extreme conditions.
Architectural Inspiration
Bionic Architecture
Incorporating living systems into buildings, bionic architecture blurs the line between organic and artificial. These habitats may grow, repair, or evolve, reflecting a society’s integration with nature or biotechnology.
In Rama Revealed by Arthur C. Clarke and Gentry Lee, the Rama spacecraft functions as a massive, self-sustaining ecosystem, blending technology and life in a symbiotic way.
Autonomous Buildings
Intelligent, self-regulating habitats often feature AI systems that interact with their inhabitants, sometimes as helpful guides and other times as menacing overlords.
In 2001: A Space Odyssey by Arthur C. Clarke, the AI HAL 9000 controls the Discovery One spacecraft, turning a functional habitat into a source of existential terror.
Subterranean and Underwater Cities
Habitats beneath the Earth’s surface or deep underwater offer unique challenges and aesthetic possibilities, often reflecting the desperation or resourcefulness of their builders.
In The City and the Stars by Arthur C. Clarke, the city of Diaspar is a hermetically sealed, self-contained world that has endured for billions of years, symbolizing stagnation and fear of change.
Extraterrestrial Habitats
From domed colonies on Mars to space stations orbiting distant stars, sci-fi excels in imagining how humanity or aliens adapt to extreme environments.
In Kim Stanley Robinson’s Red Mars trilogy, the colonists’ habitats on Mars evolve from basic survival structures to thriving, multi-generational settlements, reflecting the challenges of terraforming and societal development.
Arcology as a Character
In many stories, the habitat itself feels alive, influencing the narrative as much as any character. Its design can inspire awe, evoke dread, or underscore themes of isolation, decay, or progress.
Arcology in science fiction isn’t just about creating unique living spaces—it’s about exploring the intersection of environment, technology, and society. Whether characters are navigating a glittering space palace or struggling to survive in a crumbling underground city, the habitats they inhabit shape their lives and reflect the world around them.
By imagining innovative and thought-provoking arcologies, sci-fi authors continue to challenge our ideas of what it means to live, adapt, and thrive in the worlds of tomorrow.
Hyperstructures, Isaac Asimov’s Robot series
Ecumenopolis, Isaac Asimov’s Empire and Foundation series
Urban Monads, The World Inside by Robert Silverberg
Citadels, Gregory Benford’s Galactic Center Saga
Projects, William Gibson‘s Sprawl trilogy & Bridge Trilogy.
Comments are closed.