Showing posts with label Italo Calvino. Show all posts
Showing posts with label Italo Calvino. Show all posts

Wednesday, March 12, 2025

Invisible Cities grows with every reading

 I first read Invisible Cities by Italo Calvino in 2019, late fall, early winter. At the time, I wrote that I should reread the book every six months and I’d have a new interpretation of the book every time.


And over that next six months: Covid. Lockdown. Remote schooling. And after that, I took on a new career and moved across the country. So, the whole world changed and I changed a bit as well. And it took me four years to go back to Invisible Cities.

The book is a fictional travelogue, Marco Polo describing cities to Kublai Khan. The bulk of the book consists of fifty-five descriptions of cities that Wikipedia describes as poems. Each chapter is bracketed by conversations between Marco Polo and Kublai Khan.

And this is not an exercise in world building. Not only are the cities not connected together, they feel like exercises in thought experiment, breaking down the concept of place. Calvino has been described as an iconoclast and Invisible Cities can easily be exhibit A for that argument.

One of my favorite sequences in the book is still Polo and Khan discussing whether or not they are real. When, in fact, these versions of them are not real and are fictional constructs. Calvino doesn’t just break the fourth wall. He sets it on fire and dances on the ashes.

When I first was Invisible Cities, I was pulled into its deconstructionist, iconoclast nature. This time, I found myself more focused on each city as a poem, as an individual work of art. I began (digitally) underlining the bits that really struck me. 

I didn’t remember the spiderweb city of Octavia from my first reading. This time, it was the most memorable city for me. Suspended over a vast chasm, the inhabitants have less uncertainty than other people. They know the net will only last so long.

I haven’t read nearly enough Calvino but I think that Invisible Cities is one of his most accessible books.

Wednesday, September 23, 2020

The Complete Cosmicomics - inexplicable and wonderful

 One of my reading goals for 2020 was to read The Complete Cosmicomics, consisting of Cosmicomics, t zero/Time and Hunter and World Memory and Other Cosmicomics, along with a few miscellaneous bits. And I have finished the last story.


And, wow, is it weird to look back at starting this literary journey that started in February. The world has changed so much that is bewildering to remember reading the first section. (Yes, I like to wait months in between reading books in a series. Lets things sink in.)

Italo Calvino’s Cosmicomic stories involves taking a scientific theory (sometimes disproven and sometimes contradicting the theories used in other stories) and weaving some sort of domestic story around it. Most of the stories are narrated by Qfwfq, who has been around since before the universe began and who has been a mollusk, a dinosaur and possibly the god Pluto among other things. The stories are peppered with anachronisms to the point where even individual stories fail to have a coherent settings. 

You really have to just read them. It’s that kind of literature where words fail to do it justice.

I don’t think it’s unfair to say that the stories are Calvino using the whole of the universe to comment on human nature but I don’t think that’s quite it. I think that Calvino explores the way that human nature and the cosmos reflect each other. He is definitely saying _something_, not just being silly.

I will say that World Memory and Other Cosmicomic Stories was weakest section of the series. The original Cosmicomics is whimsical and endlessly thought provoking. t zero/Time and the Hunter is darker but challenging. World Memory, on the other hand, didn’t feel like it was pushing me as much. I didn’t find myself thinking as hard. Still fun but I can see why it is the least republished book.

After years of meaning to give Calvino a chance, Invisible Cities really impressed me last year. The Cosmicomics stories continued that impression. The petty, whiny, occasionally mysogynisric voice of Qfwfq created a fascinating view of the universe or humanity or maybe both. I am not going to pretend that I understand what the books are ultimately about but they make me want to understannd.

Thursday, June 4, 2020

Italo Calvino and dungeon crawls

I have been crafting a couple of micro crawls (MiniSkull Caverns and 8-Bit Dungeon, in case you are curious) while reading Time and the Hunter by Italo Calvino, which has been a weird combination of head spaces. 

Time and the Hunter is sort of, kind of the second volume of Cosmicomics. It definitely contains some Cosmicomic stories but other parts deconstruct life and space and time in a little less whimsical way. Does DNA’s programming mean there is no present or future or free will but only a constant repackaging of the past? Is a traffic jam one contiguous entity that offers no options for any part or is there a way to create your own piece of time and space within its confines? Did Calvino read the same Count of Monte Cristo that my Classic Comics edition was based on?

Dungeon crawls have been a part of board games, video games and role playing games for decades. (I remember an early edition of Tunnels and Trolls outright describing the setting as a world of dungeons) You would think of the dungeon crawl as a dead horse at this point but it’s clearly not.

And that’s because it is so effective and simple as a narrative structure. Dungeons crawls are a way of setting one challenge after another in a way that makes sense. There’s a lot of room for nuance, don’t get me wrong. I have some friends who argue that Keep on the Borderlands (one of the ur-adventures of D&D) should be played as a diplomatic adventure.

That said, I remember more than one D&D campaign where we all relaxed when we hit a dungeon. No more political intrigue or wilderness journeys. Just a good, old fashioned dungeon crawl full of combat and treasure.

But with Calvino in my mind, I find myself thinking of a dungeon as a microcosm, as a tiny universe that ends with the dungeon walls. And with some dungeon crawls, like the ones I just finished making copies of, the dungeon is indeed all the real estate and the universe that exists for he game.

More than that, with so many dungeon crawls, each area is its own encounter. Each room is its own event, unrelated to any of the other rooms. You only take the treasure and the damage from room to room. (And,yes, any game master worth their salt isn’t going to run a dungeon like that. I remember dungeons where the first fight managed to draw most of the inhabitants out as waves of reinforcements)

But if a game is ‘programmed’ without a game master, which can be the case in board or video or even role playing game, having each encounter be a singular entity is a mechanically sound choice. It makes play manageable.

So now, I am not just seeing a dungeon as entire tiny universe unrelated to anything beyond itself, each area is its own singular moment in time. Time doesn’t become one event after another, not a continuity of events. Instead, time is determined by geography.

I am currently seeing a dungeon crawl as a deconstruction of time and space, thanks to Italo Calvino. The when is not important. The where might not be important either. All that is significant is that an event occurs.

Wednesday, February 26, 2020

Cosmicomics takes unique to new levels

The best description of that I’ve read of Italo Calvino’s Cosmicomics is ‘You really just got to read them yourself’

But that’s not helpful for discussing them so here goes. Cosmicomics is a series of short stories that start with a scientific theory and then build a domestic story around it. They take giant concepts and make them small and personal. It doesn’t necessarily make them easier to understand but it just might make them easier to relate. 

Qfwfq is the narrator of most of the stories. He may be the ultimate example of the ‘been everywhere man’ in literature, having been there for the Big Bang and observed the development of the universe since then. He can also be petty, small minded, and jealous. He helps make the universe small :D

Some of the different theories that are used completely contradict each other. Qfwfq’s personal time line contradicts itself to the point of making absolutely no sense whatsoever.  The stories are also filled with ludicrous anachronisms. And, yet, the stories aren’t slapdash or sloppy. They finely balance the cosmic with the human with gentle absurdity with a constant tone. There is some definite brilliance going on here

I first came across the book sometime in either middle school or high school. Read the first few stories and couldn’t make heads or tails of then. They stuck with me but I just didn’t know what to make of them. But after reading Calvino’s Invisible Cities, I knew I had to revisit the book. I’m glad that I did, even though I’m still not sure what Calvino is trying to do.

And I found out in rereading Cosmicomics that Calvino kept writing this stuff and someone kindly published the lot in The Complete Cosmicomics. I am definitely reading that, probably bemused the whole time.

Thursday, November 7, 2019

Italo Calvino makes me want to play impossible games

Reading Italo Calvino’s Invisible Cities, I have a craving to design a game about creating cities in a few paragraphs, developing a map of urban worlds. Which means I’m completely missing the point of the book :P

The book has Marco Polo describing fifty-five cities to a bemused Kublai Kahn. He breaks the cities down into eleven categories and they all have women’s names. Beneath this poetic atlas structure is a deconstruction of language and geography.

Or so reviews and analysis of Invisible Cities tells me. I don’t grok that yet. In fact, I feel like I should be rereading the book again in six months and see how much it’s changed for me over that time.

So my desire to make a game out of it is based on the most superficial reading of it. But it’s still there.

I picture a set of tables. On your turn, roll to see what category the city is. Roll to see what name it is. Roll to see what details you are allowed to describe, like architecture or trade goods or monuments or such. From those rolls, you create a city in a few words.

Perhaps there might be two tables of categories and you must find where the city you are dreaming up fits on the matrix, turning a spreadsheet grid into a map of imagination.

Or perhaps the city that you dream of must fit onto a postcard. And after you have written your city into existence on your postcard, you must put a stamp on it and send it to the next player, letting them know it is their turn to bring a city to life on a postcard. And at the end, everyone has a physical artifact of a city that has only come to be due to the game.

Aaaaand I’ve just crossed the line from game to performance art. Probably the kind of performance art that would end up annoying everyone involved.

I’m actually not even halfway through Invisible Cities and I know it’s not a book about world building but more of world unbuilding. My feeble understanding makes it feel more about how you describe a place says more about you than the place.

But it still makes me want to build dreamy worlds.