Bücher online kostenlos Kostenlos Online Lesen
Ender's Game (Ender Wiggins Saga)

Ender's Game (Ender Wiggins Saga)

Titel: Ender's Game (Ender Wiggins Saga)
Autoren: Orson Scott Card
Vom Netzwerk:
three-volume Army of the Potomac. I remembered so well the stories of the commanders in that war--the struggle to find a Union general capable of using McClellan's magnificent army to defeat Lee and Jackson and Stuart, and then, finally, Grant, who brought death to far too many of his soldiers, but also made their deaths mean something, by grinding away at Lee, keeping him from dancing and maneuvering out of reach.   It was because of Catton's history that I had stopped enjoying chess, and had to revise the rules of Risk in order to play it--I had come to understand something of war, and not just because of the conclusions Catton himself had reached. I found meanings of my own in that history.
    I learned that history is shaped by the use of power, and that different people, leading the same army, with, therefore, approximately the same power, applied it so differently that the army seemed to change from a pack of noble fools at Fredericksburg to panicked cowards melting away at Chancellorsville, then to the grimly determined, stubborn soldiers who held the ridges at Gettysburg, and then, finally, to the disciplined, professional army that ground Lee to dust in Grant's long campaign.   It wasn't the soldiers who changed.   It was the leader.   And even though I could not then have articulated what I understood of military leadership, I knew that I did understand it. I understood, at levels deeper than speech, how a great military leader imposes his will on his enemy, and makes his own army a willing extension of himself.
    So one morning, as my Dad drove me to Brigham Young High School along Carterville Road in the heavily wooded bottoms of the Provo River, I wondered: How would you train soldiers for combat in the future?   I didn't bother thinking of new land-based weapons systems--what was on my mind, after Foundation, was space.   Soldiers and commanders would have to think very differently in space, because the old ideas of up and down simply wouldn't apply anymore. I had read in Nordhoffs and Hall's history of World War I flying that it was very hard at first for new pilots to learn to look above and below them rather than merely to the right and left, to find the enemy approaching them in the air.   How much worse, then, would it be to learn to think with no up and down at all?
    The essence of training is to allow error without consequence.   Three-dimensional warfare would need to be practiced in an enclosed space, so mistakes wouldn't send trainees flying off to Jupiter.   It would need to offer a way to practice shooting without risk of injury; and yet trainees who were "hit" would need to be disabled, at least temporarily.   The environment would need to be changeable, to simulate the different conditions of warfare--near a ship, in the midst of debris, near tiny asteroids.   And it would need to have some of the confusion of real battle, so that the play-combat didn't evolve into something as rigid and formal as the meaningless marching and maneuvers that still waste an astonishing amount of a trainee's precious hours in basic training in our modem military.
    The result of my speculations that morning was the Battle Room, exactly as you will see it (or have already seen it) in this book.   It was a good idea, and something like it will certainly be used for training if ever there is a manned military in space. (Something very much like it has already been used in various amusement halls throughout America.)
    But, having thought of the Battle Room, I hadn't the faintest idea of how to go about turning the idea into a story.   It occurred to me then for the first time that the idea of the story is nothing compared to the importance of knowing how to find a character and a story to tell around that idea. Asimov, having had the idea of paralleling The Decline and Fall , still had no story; his genius--and the soul of the story--came when he personalized his history, making the psychohistorian Hari Seldon the god-figure, the planmaker, the apocalyptic prophet of the story. I had no such character, and no idea of how to make one.
    Years passed. I graduated from high school as a junior (just in time--Brigham Young High School was discontinued with the class of 1968) and went on to Brigham Young University. I started there as an archaeology major, but quickly discovered that doing archaeology is unspeakably boring compared to reading die books by Thor Heyerdahl (Aku-Aku, Kon-Tiki), Yigael Yadin
Vom Netzwerk:

Weitere Kostenlose Bücher