Redshirts – Dying with a difference
Warning: Some spoilers
Death comes for us all. But if you happen to be an extra in a movie or an NPC (non-player character) in a videogame, death can come rather gratuitously. Your role, after all, is to serve the plot and potentially make a hero(ine) look good. You are expendable by definition. You are such a trope that you have your own term: red shirt, in homage to the frequently fatally phasered security personnel in Star Trek. Red Shirts are those characters where you just know, as soon as they walk into view, that they will not last until the credits roll.
What ought a group of workers to do when they are systematically maltreated? Organise, of course! That is the starting point for John Scalzi’s Redshirts. Set on the Universal Union (UU) Intrepid, a thinly veiled analogue of the USS Enterprise from Star Trek, it regales the story of four wary ensigns who must uncover why so many people on the UU Intrepid die on away missions under mysterious, avoidable and often gruesome circumstances, and how they might escape the same fate.
Redshirts was my first return to John Scalzi after The Interdependency trilogy, which I found intriguing in setup but underwhelming in execution. Redshirts worked much better for me. It is more tightly written. Scalzi’s style and pace work better at the scale of a small company of friends on a single spaceship than for the grand space opera of a collapsing civilisation. And Scalzi exploits the creative premise much more adroitly than in The Interdependency, tying everything together in a satisfying and touching ending.
What made the conclusion the more pleasing is that about midway through the novel, I started to worry that Scalzi wasn’t going to be able to stick the landing. The first half of Redshirts has our four ensigns figuring out what is going on on the UU Intrepid and, more importantly, how they avoid getting killed by whatever ‘it’ is. The challenge of Redshirt’s conceit is that the reader knows what is going on from the prologue and is thus well ahead of its heroes. Finding out how they unravel the mystery is entertaining, but it is not clear how they might get themselves out of this predicament in a satisfying way.
This is where Redshirt’s first major twist comes in, and I’m not going to spoil that here. Suffice to say that our putative disposable heroes manage to use the power of tropes in their favour to get themselves out of harms’ way. More or less.
And the ‘more or less’ is important here. Not being a redshirt does not guarantee a long and happy ever after. In the long run we’re all dead, and many have perished in circumstances that were more tragic, calamitous or avoidable than those of the sacrificial redshirt. This is where Scalzi pulls a second, more philosophical twist. The complaint of the redshirt is not death itself, but a death that is pointless, stupid, and above all bereft of agency. The demand of the redshirt is not immortality, but a life worth living and a death worth dying. In a way not dissimilar to Castlevania, the latter half of Redshirts is in part a meditation on what it means to act in the world, to have agency, to make choices, and to grow, and the consequences of us either not using that potential or it being taken away from us.
In some way, redshirts are the necessary corollary of Ada Palmer’s heroic protagonist: for the single hero(ine) to hold all the agency in the universe, they must deny it to everyone else. Redistributing agency across a larger group of characters requires a different mode of writing. At a minimum, something like the ensemble cast we see in Redshirts itself, where solving the mystery is the effort of a group of reasonably ordinary people, rather than the predestined fate of the Chosen One. Beyond that are more composite approaches such as The Ten Percent Thief, that abandon the traditional form of the novel altogether.
Redshirts does for single-episode disposable companions what Terry Pratchett’s Guards! Guards! did for the nameless battalions of disposable guards and goons. It does so with similar panache, if not the same level of genius or wit. There are also acknowledged nods to Jasper Fforde’s Thursday Next series about the lives of fictional characters after they’ve exited stage/screen/page left. Like these inspirations, it is a rewarding combination of witty writing, entertaining plot and cultural commentary, with some philosophical reflection thrown in to boot. It won’t change your life, but it will make you stop, smile and remember for a moment that we don’t all have to be heroes to make a change in the world.
Notes & Suggestions
- The ‘dead wife’ trope also makes an appearance in Redshirts, and on a sympathetic reading also finds itself subverted. Explicitly positioned as a plot demand, the dead wife in Redshirts is not the motive force for a hero, but instead a reason for withdrawal and fear, with Scalzi compassionately incorporating it in the book’s conclusion. I wrote a bit more about the dead wife trope in my review of Castlevania.
- Ada Palmer’s essay on the damage caused by a monoculture of heroic tales is well worth reading and can still be read in Uncanny Magazine. I engaged with it in my review of the Mass Effect series, particularly Mass Effect 3, as well as The Ten Percent Thief.
- How to exert our agency is of course the question of our times, or of life really. It is a question we must each answer for ourselves, but if you are looking for some inspiration on what is to be done, Erik Olin Wright’s How to Be an Anti-capitalist in the 21st Century is not a bad starting point.
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