As I’ve commented before, characters have begun to
predominate over science fiction concepts in many a magazine’s writing brief –
not all, to be sure, there are still those who specify that the concept, the
science or the situation must be endemic to the storyline (Analog, for instance, and Compelling),
but a majority want characters the reader can identify with – or loathe –
readily and comfortably, first and foremost, and then depicted against a
speculative background.
I have often wondered if this is symptomatic of the social
development of the world – the “reality TV” era, which is devoutly and
profoundly the opposite in a repellently glitzed-up package pretending to not
be scripted. This preoccupation with “people” in an age which has, in real
terms, devalued the individual human being in the most outrageous way, seems patently
false and cynical. But there may be far a more functional explanation.
Take the tablet, for instance. When they first appeared in Star Trek: The Next Generation in 1987,
they were 24th century hardware, but came true in less than 25 years
and are now ubiquitous. The underwater camera was fictional when it appeared in
the Bond flick Thunderball in 1968,
but in the 1970s became a reality. Skype and similar systems have made visual
communication a normality, when the dedicated “videophone” was an experiment
following its introduction at the 1964 World’s Fair, but which attracted too
few subscribers to prove viable. The point is that the gadgetry science fiction
can conceive of, technology can – now – reproduce fairly quickly. Mobile phones
are the academic example. Computer interfaces change so rapidly one can never
be certain what is fictional and what isn’t, and it essentially no longer
matters. Holographic displays such as we see in Iron Man and Avatar are
tipped to be out there in the future for us, while projection systems, graphics
the size of walls or table tops are with us already. One used to be aware that
the systems depicted in the Bond films were often fictional, but the kind of
graphics and system architectures depicted in later years no longer provoke
that reaction, one simply accepts them. Compare the MI6 briefing room display
in Quantum of Solace to the
Memorex-drum memory, command environment and first-generation graphics seen in
1982’s For Your Eyes Only and the decades
of development really do become apparent.
Technology, especially in the form of gadgetry, has become
the axiom of the age. We almost all have a smartphone, even the most resistant
of us, and who can operate in modern society without a computer? I’m writing on
one and will use it to upload to the internet to be read on one, or a phone, or
tablet… The line has blurred between lived reality and the fictional worlds
science fiction used to depict, and in this is perhaps found the human need to
connect with people in stories. Why? Because something of the fascination with
the new and strange that SF used to embody has been lost, literally blown away,
by the pace of change in the real world. Future shock? What’s that? A concept
from half a century ago, when the pace of life was changing. Now the future
holds out the promise of both wonders and terrors and we know there’s no
avoiding them, no matter how uncomfortable any particular person might be with
any particular promise.
As writers, this leaves us with the ironic proposition that,
though we strive to be “prophets of the unknown,” we must place people first as
surely as literary fiction ever did; there is no longer more than a curiosity
role for people reduced to minor figures, hurrying to serve the mega-machines
and implacable intelligences set in dehumanised landscape that the disturbed
and wary conjectures of the Seventies warned about. The landscape more or less
arrived, but it’s often softened with an enhanced knowledge of human needs,
and, after all, we place people first now. At least we do if we’re hoping to
entertain, if not inform or challenge.
So the only world in which machines dominate is an
industrial one, an autocratic one, and the rest of the human race finds itself
living into a gadget-rich tomorrow in which, ironically, those ever-fresh
gadgets serve purposes that were invented merely because the technology existed
to make gadgets to serve – a profitability cycle; while the problems which
dogged humankind when science fiction sought so keenly for answers, are still
dragging along with us as the 21st century unfolds, and are
generally worse than ever. Now there’s a scenario few could have predicted
before the Eighties (I’m thinking Judge
Dredd comics), and an interesting frame of reference in which to write of
the tomorrows baring down on us.
Cheers, Mike Adamson
Royalty-free header
image.
No comments:
Post a Comment