Showing posts with label future. Show all posts
Showing posts with label future. Show all posts

Sunday, February 20, 2011

The headrooming of society


From my childhood to the present, I watched the world grow increasingly science fictiony. But it happened differently than most science fiction stories imagined. Intelligent androids and intergalactic space travel are, at the very least, a long way off, regardless of how many computerized Jeopardy contestants and Mars colonization plans we encounter. Yet the rise of the Internet and cellphones has made our society much more tech-centered than before. I enjoy looking back at old sci-fi that takes place now and seeing what it got right, what it got wrong, and what it didn't even consider.

I kept all this in mind as I viewed the DVD of Max Headroom, the 1987 TV show. Given my vivid memories of the show and its frequent references in popular culture at the time (remember Doonesbury's Reagan parody, Ron Headrest?), I was surprised to learn it ran for barely two seasons of just 14 episodes. The pilot, based on a 1985 British telefilm I still haven't seen, concerns a muckraking TV journalist named Edison Carter who gets into a motorcycle accident after uncovering a scandal at his own network. A young hacker named Bryce, hoping to find out what Edison knows, unloads Edison's mind into a computer, resulting in an artificial version of the reporter. The program's first words, "max headroom," the last words Edison saw before his head collided with a parking garage barrier, become the program's name.

After Edison regains consciousness, Max develops as an independent mind who can travel anywhere on the network at will and can even jump to other networks if given the opportunity. Both he and Edison are played by Matt Frewer, a tall skinny actor with a voice like Kermit the Frog. In his dual role he gives the sort of Jekyll-and-Hyde performance that later made Jim Carrey a star, playing both a withdrawn nerd and a manic, uninhibited personality. Watching the show as an adult, I discovered that I found Max's loud talk-show-host shtick rather grating. As a kid, I think I enjoyed the series mostly for its techno-thriller plots and paid little attention to its not-too-subtle anticorporate satire.

What is the show's vision of the early 21st century? (The time frame is never identified directly, but the pilot gives one big clue, when Bryce, played by an actor of about 16, is said to have been born in 1988--suggesting it takes place around 2004 or so.) It depicts a society literally run by TV networks. In place of an apparently absent government, the networks have their own politicians elected through online voting. Money is measured in "creds" rather than dollars. A subculture of "blanks," people who have escaped registration on the central database, has emerged.

As a single-minded pursuer of truth in a society buried under propaganda, Edison traverses the city carrying around a large wireless camera connected directly to his network, allowing him two-way conversations with operators who can tell him instantly about the dimensions of whatever building he's in and where people in it are located. When conventional technology fails, his electronic alter-ego pops up on computer screens around the city, ready to help out.


I'm always amused at how futuristic speculations turn out to overestimate technological advancement in certain areas and underestimate it in others. In 1989's Back to the Future Part II, for example, we learn that by 2015 we will have flying cars, hoverboards, self-fitting clothes, convincing holograms, etc., etc.--yet the characters still use fax machines. I've come across two early-'90s novels about advanced VR games--Piers Anthony's Killobyte and Vivian Vande Velde's User Unfriendly--in which the gamers still use telephone modems. There's a tendency for futurists to be overconfident about the most exciting developments while failing to predict the obsolescence of everyday objects.

Max Headroom has some of those qualities. The title character is an intelligent, sentient being whose creation depends on advances in A.I. and mind-reading way beyond anything we have today. Yet most of the computer technology on the show looks hopelessly primitive to any real resident of the 21st century. The characters still use floppy disks--no CD-ROMs or flash drives in sight. There are no computer mice and there's no Windows, despite the fact that both existed, if obscurely, in 1987. The hackers communicate with the computers using just a keyboard, hooked to a TV screen displaying block print on a black background. There are lots of vidphones but no cellphones.

Looking at the big picture, though, the series was pretty ahead of its time. Without ever using the word "Internet," it envisioned a society that has gone almost entirely online, with signals transported through air rather than just through wires, with instant communication over long distances even while outdoors, and with a total integration of TV, video, and computers. Topics covered on the show include identity theft, cyberterrorism, video editing, and medically harmful commercials--among other things. Then there is the aforementioned GPS-like navigation tool in buildings, and, perhaps most eerily, bar graphs that get updated in real time.


In its social vision, the show follows the cyberpunk tradition of extreme paranoia about loss of individual rights in a future dominated by big corporations. In one episode, a blank faces execution for a nonlethal computer prank, and he's linked to the crime based on statistical analysis without any direct evidence of his guilt. Another episode has one of the network "politicians" placing blanks in detention camps. Privacy in this universe is almost nonexistent because there are cameras everywhere, even inside people's homes. This all looks a tad less fantastical in today's world of satellite cams, increased surveillance, and "unlawful combatants."

For all its hyperbole, Max Headroom is one of the more realistic projections of the future I've seen. Part of its secret, I believe, is that it starts from a base of real knowledge about computing. I had the sense that the writers understood the subject and weren't faking it with meaningless technobabble. Even when the show dips into outlandish territory (as in one episode in which a network is literally stealing people's dreams), it stays grounded in a way that many other sci-fi productions do not. Its most important insight was that the talking-head approach to TV journalism, with its concern for ratings over truth, would naturally worsen as the technology grew more centralized.

What the series most failed to anticipate was how the Internet would begin to replace traditional media. The fact that I'm writing all this on a blog, making my thoughts available to just about anyone on the planet, even though I'm not a journalist or politician or celebrity, illustrates how regular citizens today have the power to make their voice heard in ways that weren't possible twenty years ago. While the image of corporate takeover in Max Headroom and similar sci-fi works seems prescient in many ways, what they didn't foresee is the tool we'd have for exerting our personal identity against those who aim to suppress it.

Saturday, April 17, 2010

Take me to your leader

If there is one scientific topic that provokes strong opinions in the absence of any direct knowledge whatsoever, it is life on other planets. Some scientists feel certain Earth is the only place in the universe where life resides; others insist the question is not whether life exists in other places, but where. You will find sane, rational people with full command of the facts coming out on either side of this debate.

I lean toward the second possibility. The notion that in the entire universe, the only planet with living things just happens to be the only one we've ever seen up close, seems a stretch to me. But I admit I have no proof. It's just a hunch.

"Just a hunch" is the best we can do when it comes to these arguments, which never stand up to logical scrutiny. Some scientists point to evidence that life arose on Earth quite soon after the planet's initial formation (say, only several hundred million years), and if it can happen that quickly, it must have happened in other parts of the universe. The problem with this argument (aside from a rather fluid definition of "quickly") is that we still don't know how life arose here, or even whether it did--one theory holds that it came from Mars via meteorite. If we don't know what happened to cause life to exist, then we have no way of knowing whether it could have happened elsewhere.

Other scientists believe the origin of life on Earth was a rare, freakish occurrence in the universe's history, because it depended on a huge number of factors in combination, including Earth's exact composition, temperature, rotation, orbit, and so on. If any one of these factors had been slightly different, so the argument goes, life on Earth either would not have started or would have perished long before it had a chance to evolve into more complex creatures like ourselves.

The answer to this objection is twofold. First, extraterrestrial life could differ from Earth life in ways we have trouble imagining. Second, the universe is just really big. What scientists call the observable universe, or the portion we have the capacity to detect because the light has had enough time to reach us since the beginning, is estimated to have over one hundred billion galaxies. Our own galaxy alone, which remains virtually unexplored, contains hundreds of billions of stars. However unlikely the conditions necessary for life may seem, there is a great deal of space out there for those conditions to be repeated.

In the movie Contact, a scientist played by Jodie Foster argues that there must be life beyond Earth, for otherwise there would be "an awful waste of space." You could interpret this statement different ways. For religious believers, the question is why God would have created all those countless galaxies when only one planet of one star would be inhabited. Perhaps it is so that people in the future will have places to go after Earth is used up or on the brink of destruction. Still, that's an awful lot of space....

A more secular version of the same argument might go something like this: In the vastness of outer space, our solar system is a mere speck in a sea of galaxies that all look more or less like ours. Given the relative uniformity of everything from afar, our default assumption should be that the basic conditions of our vicinity are not unique. This reasoning might not convince those of us who suspect the origin of life was miraculous, but it ought to be good enough for those of a more secular mindset.

One comparison is instructive. Most people have long assumed that there are planets beyond our solar system. Yet until the 1990s, with the discovery of a star that wobbled (suggesting it was being orbited by a large object), there was no concrete evidence that any of these so-called extrasolar planets existed. For all scientists knew, our sun could have been the only star in the entire universe that harbored planets. That possibility runs contrary to intuition for much the same reason the idea that we are alone does. It proved to be incorrect, and I suspect the second idea will also.

Some people will say, "Okay, maybe there's life in other places. Perhaps things on the level of bacteria or even plants have sprouted elsewhere in the universe. But intelligent life? Advanced civilizations? How likely is that?" Skeptical scientists point to some discouraging facts. Although bacteria appear fairly early in the Earth's fossil record, there was nothing but bacteria for the next three billion years--complex, multicellular life doesn't appear until the last billion. Furthermore, current scientific consensus holds that an asteroid caused the extinction of the dinosaurs, and if not for that fortuitous event, brainy mammals would never have come to dominate the planet.

Science fiction movies always assume that alien life must look more or less similar to us. In the real world there are creatures as weird as sea anemones living right here on Earth, but movie aliens invariably have a more standard appearance. Take the recent Avatar. In that film, a crew of Earthlings is investigating the exotic life forms that we're supposed to believe evolved independently in an entirely different solar system. And just how exotic are these creatures? Other than their possessing tails, blue skin, a ten-foot stature, and a few other odd features, they basically look human, sound human, and act human, right down to the mating rituals. The movie's plot is sort of an amped-up Dances with Wolves, only instead of a white man becoming part of a tribe of Lakota Sioux Indians, it has a white man becoming part of a tribe of giant alien smurfs.

I shouldn't make fun. The director, James Cameron, has said he intended the film as "science fantasy" rather than science fiction, and that they'd first designed the aliens as less human-looking before worrying it would turn off audiences. At least the film is a touch more plausible than a lot of older sci-fi like Star Trek, where aliens are shown as humans with pointy ears or ridged skin. But it's striking that more recent flicks like Independence Day and Signs continue to fall back on the most worn cliches about extraterrestrials, depicting them all as green and warty and malevolent.

The most versatile aliens depicted on screen are still probably those in Star Wars. I never fully appreciated that fact until I read Jeanne Cavelos's The Science of Star Wars (1999). Herself an astrophysicist (who also wrote The Science of The X-Files), Cavelos makes a noble effort to find scientific basis for all the major components of the series, including the ships, the weapons, the planets, the aliens, the droids, and even the Force. She doesn't always succeed--but she does explore much of the current research on subjects ranging from A.I. to quantum mechanics. (For a broader discussion about how far along we are toward inventing the technologies of science fiction, I highly recommend the 2008 book Physics of the Impossible by Michio Kaku, one of my favorite science writers, and one of the scientists Cavelos interviews.) Her chapter on aliens begins with the following observation about the films: "Almost anywhere you go in 'a galaxy far, far away,' alien life is there. You'll either land in it, step on it, or get eaten by it.... Even in environments as inhospitable as Tatooine, Hoth, or an asteroid, life finds a way to survive."

Of course Star Wars has always been one of the more unabashedly unscientific sci-fi franchises. There are serious difficulties in explaining certain things such as how all the creatures breathe comfortably no matter what planet they're on, which seems unlikely unless they're using some sort of technological aid we never see. Cavelos points out that planetary atmospheres may be unique like fingerprints, which would mean that no life form from one planet can breathe naturally on another. Avatar gets this detail right, having the human explorers only able to breathe with gas masks or in air-tight buildings or inside their Avatar bodies.

Still, the sheer diversity of the aliens in Star Wars is impressive, especially compared to earlier films. As Dr. Kaku explains, "the aliens don't look like us anymore. They tried to have aliens with different architectures. In that sense, Star Wars is more realistic than some of the stuff I've seen." And yet many of these aliens are simply analogues of Earth animals: dogs (Wookiees), slugs (Hutts), pigs (Gamorreans), bats (mynocks), and buffalo (banthas). Some of the organisms even look identical to what's on Earth, as in Endor's redwoods or Dagobah's snakes. Most of the invented creatures are humanoid, and those that aren't, like Jabba, are still anthropomorphic. How likely is it that aliens would look that similar to what we see around us?

The book quotes one scientist who argues that most of the visible features that humans possess, such as five-digit hands, are intrinsically efficient characteristics that evolution would tend to produce even on other planets, similar to the way aquatic mammals like dolphins acquired a fish form. Most scientists disagree. As Dr. Jack Cohen puts it, "Finding another planet with our kind of dinosaurs or people is more unlikely than finding a remote Pacific island on which the natives speak perfect German."

Science fiction literature has had the opportunity to envision alien life more broadly than the movies do. Strange life forms appear in hard sci-fi novels such as Robert Forward's Dragon's Egg, which speculates about what the intelligent inhabitants of a neutron star would look like. Part of the reason why movies aren't as daring is budgetary constraints. Commercial films have the most resources for showing aliens. The problem, as James Cameron tells us, is that mass audiences aren't interested in seeing anything truly weird.

Life as we understand it can mean different things, from simple bacteria to advanced civilizations. But since our only frame of reference is what we see around us, we have trouble visualizing aliens without comparing them to familiar creatures. If aliens exist, they might be more bizarre than anything we've ever thought of, much less seen. We can't possibly be certain what lies beyond our immediate knowledge.

Wednesday, March 25, 2009

Different routes to the same destination

Back to the Future Part II has one of the more bewildering plots of any movie I count among my favorites, and a wild theory about it occurred to me a few years ago. I've never heard anyone else propose this theory, but it resolves several plot holes and makes sense on its own terms, once you think it through. My theory is that Doc's true motive in taking Marty to 2015 isn't to help Marty's son as he claims, but to teach Marty a lesson that will help prevent the accident that destroys Marty's musical aspirations.

The scene at the end of the first film, replayed at the beginning of the second, raises a number of questions. In this scene, Doc assures Marty that "you and Jennifer turn out fine," and that the problem is that "something has got to be done about your kids." After he takes Marty and Jennifer to visit the future, however, these statements don't match up with what we see. The middle-aged Marty from 2015 hasn't exactly turned out fine, and only one of Marty's kids needs help. Why did Doc mischaracterize the situation?

It should be noted that the filmmakers have stated in interviews that they created this final scene before they had any real plans for sequels. As such, Doc's statements were probably just throwaway lines they found amusing at the time. But that doesn't explain why, when working on the second and third film, they chose to contradict Doc's statements.

The entire scene was re-shot for the second film, ostensibly because the actress who played Jennifer in the first film--Claudia Wells--had been replaced by Elisabeth Shue. Somebody on a message board pointed out to me a subtle difference between the two versions of the scene, which are otherwise quite identical. In the Claudia Wells version, Doc's line "you and Jennifer turn out fine" is spoken smoothly and confidently. In the Elisabeth Shue version, Doc visibly hesitates before saying the line, and he utters it a bit too rapidly to sound convincing. (You can examine the difference with this video. Pay particular attention to 1:25-1:38.)

Still, Doc's behavior in either version doesn't make much sense. Why is he interrupting Marty's life only hours after Marty returned from the first adventure just so they can rectify something decades in the future? Why doesn't he let days, or weeks, or months pass before asking Marty to come with him? Since they have a time machine, what's the rush? If my theory is correct, Doc is trying to keep Marty away from the present. That makes sense given what we learn in the third film: the pivotal car accident is supposed to occur later the same day.

You might ask why Doc doesn't just tell Marty straight out about the accident. He could say, "You know, Marty, later today you'll be involved in a car accident that permanently injures your hand and destroys your musical aspirations, all because you took a guy's dare." The reason for Doc's silence is explained during a brief exchange in the third film, when Doc blurts out the truth:
Doc: Marty, you can't go losing your judgment every time someone calls you a name! That's exactly what causes you to get into that accident in the future.

Marty: [Suddenly stops and turns toward Doc.] What? What about my future?

Doc: [Realizes what he just said.] I can't tell you. It might make things worse.

Marty: Wait a minute, Doc...what is wrong with my future?!

Doc: Marty...we all have to make decisions that affect the course of our lives. You've gotta do what you've gotta do. And I've gotta do what I've gotta do.
Doc realizes that if he interferes directly with Marty's future by warning him about the accident, Marty might manage to avoid that particular catastrophe, but he'd retain his habit of acting foolishly whenever somebody calls him "chicken." Then, with his future thrown into flux, something even worse might one day occur as a result of that habit. The only safe way for Doc to improve Marty's future is by inspiring him to grow out of the habit. And what better way to do that than to show him the consequences of his son's acquiescence to peer pressure?

In other words, taking Marty to 2015 to help Marty's son was basically a ruse. Ordinarily, Doc wouldn't concern himself with a matter so remote from their current lives. He hopes that Marty, by seeing what happens to his son, will begin to reflect on his own weaknesses.

Of course, Doc thinks they'll go straight home after dealing with the son. He doesn't anticipate the chain of events that lead them to 1885. But by the time Marty gets back home at the end of the third film, he has in fact matured enough to avoid the accident on his own, as Doc had hoped, though influenced by different experiences than what Doc originally had in mind--a different route to the same destination.

Saturday, December 27, 2008

A stumble for the Republican Party

A recent story about four of the candidates vying for the Republican National Committee chairmanship indicates the troubles that may lie ahead for the GOP in its attempt to rebuild itself after its stunning electoral defeat this year:
Chip Saltsman, a candidate for chairman of the Republican National Committee, sent committee members this month a holiday music CD that included "Barack the Magic Negro," a parody song first aired in 2007 by talk show host Rush Limbaugh.

Created by conservative satirist Paul Shanklin, the song puts new lyrics to the tune of "Puff the Magic Dragon," and it is performed as if black activist Al Sharpton were singing it. Limbaugh played it after the Los Angeles Times ran an opinion piece with the same title, arguing that a vote for Barack Obama could assuage white guilt.

"A guy from the LA paper said it made guilty whites feel good, they'll vote for him and not for me cuz he's not from the hood," the song goes. "Oh, Barack the magic negro lives in DC, the LA Times they called him that because he's black but not authentically."
I'm sure Limbaugh thinks that Democrats who take offense at this ditty are simply proving the age-old truth that liberals have no sense of humor. (You won't get much argument there from Stephen Colbert.) And it is worth considering Clarence Page's defense of the song.

Still, I'm not sure that Republicans have earned the right to be hip and ironic on this subject. I found Sacha Baron Cohen's "Throw the Jew Down the Well" routine very funny, but I wouldn't feel comfortable if an Arab American organization began playing it. Sometimes you're just not in a position to be making certain kinds of jokes.

Another candidate for RNC chair is Katon Dawson, who recently resigned his 12-year membership in a whites-only country club.

When I read about these incidents, I have to think: are the Republicans out of their heads? They just lost a presidential election to a black man who received 96% of the African American vote. They know they cannot go on forever being the party of whites. If current projections are accurate, white Americans will be a minority less than half a century from now. To survive electorally, the Republican Party must make inroads into the African American community.

Unfortunately, a situation like this may drive them toward careless tokenism, as it has in the past. There are currently two African Americans running for RNC chair, Michael Steele and Ken Blackwell. As a Marylander, I am all too familiar with Steele. He may pass the Joe Biden test for black politicians--he is "articulate and clean and a nice-looking guy." The trouble is, he's also a bit of a nitwit.

I will mention one anecdote from his unsuccessful Senate run in 2006. A Roman Catholic, Steele was talking before the Baltimore Jewish Council when he was asked about his views on stem-cell research. His answer became the most notorious remark of his campaign: "You of all folks know what happens when people decide they want to experiment on human beings, when they want to take your life and use it as a tool. I know that as well in my community, out of our experience with slavery, and so I'm very cautious when people say this is the best new thing, this is going to save lives."

Jews did not take kindly to that remark. Somebody, somewhere along the line, should have informed Steele that Jews, unlike Catholics, overwhelmingly support embryonic stem-cell research. I think most Jews would respect any Catholic politician who took a principled stand on the issue. But if there is any sure way for a non-Jew to irritate a Jewish audience, it is by making an inappropriate Holocaust comparison. What was Steele thinking?

Still, I was willing to cut him some slack. Many capable politicians have said dumb things from time to time, and I don't like our gotcha culture where one regretful remark follows a politician around for the rest of his career. But I was not impressed by how Steele handled the aftermath. He quickly apologized for the remark, but he then proceeded to make an incoherent flip-flop on the issue. He stated that he actually supports embryonic stem-cell research--just so long as it doesn't destroy the embryo.

The rest of his campaign ran along similar lines. Maybe he didn't stand a chance: he was in an uncomfortable position as a conservative in a very liberal state. But Robert Ehrlich, a Republican, managed to win one term as governor with a good triangulation effort that attracted many Democrats. Steele didn't have that finesse. He seemed to lack both vision and leadership.

As for Ken Blackwell, the other black politician running for RNC chair, I know nothing about him. But the name! I mean, can we get any more subtle? I can imagine it now. "Meet our new token black, Mr. Blackwell."

If Republicans can find someone with the stature of Colin Powell or Condi Rice, they might be in good shape. But their credibility problem among blacks cannot be solved just by having blacks in prominent positions.

After all, polls show that African Americans tend to hold some conservative views, yet they continue to vote overwhelmingly Democrat. Though they aren't uncritical of the Democratic Party establishment, as the Clinton-Obama fight earlier this year demonstrated, they see the Republican Party as an old white boys' club. If Republicans want their votes, the first thing they're going to have to do is purge their party of any hint of racism. Since blacks are the future, a party that continues to alienate them will have no future.

Saturday, December 13, 2008

Opinions with results

On August 11, 2008, writing for the ironically named conservative publication The American Thinker, Steven M. Warshawsky proclaimed, "As I wrote last December, '[t]he pundits can talk until they are blue in the face about Obama's charisma and eloquence and cross-racial appeal. The fact of the matter is that Obama has no chance of being elected president in 2008.' I am more convinced of this conclusion than ever."

On October 9, shortly after the second presidential debate, Warshawsky wrote, "I have received numerous emails from Republicans and Democrats alike, asking whether I still think Obama will lose the election. Yes, I do. But what about the polls, they ask? The polls show that Obama is winning. No, they don't, as I will explain." And he did.

Even by October 25, he did not back down: "In a few more weeks, the political environment in this country is likely to become a heckuva lot nastier. For there are real signs pointing to a McCain victory this year, whether or not the mainstream media wants to acknowledge them."

Needless to say, after Election Day he was shocked: "I cannot understand how a man like Obama became president. It contradicts everything I know, or thought I knew, about American history, culture, and politics." But he didn't conclude that his own thinking was at fault. He acted as if the country had pulled a fast one on him. He even made a whole new set of predictions about the damage that Obama and the Democratic Congress would do, and he ended by saying, "I hope that the Democrats will prove me wrong again." Judging from his track record, his hopes will likely be fulfilled!

He is hardly the only commentator to have underestimated Obama. But unlike any mainstream pundit I'm aware of, he continued to predict Obama's demise after primary season, and with firm conviction ("no chance of being elected"). To suggest as late as August that Obama might lose was reasonable, but to suggest that he definitely would lose was insane.

The sheer insularity is striking. Not surprisingly, The American Thinker has also been a repository for wild conspiracy theories about Obama, from the birth certificate business to the claim that William Ayers ghostwrote Dreams from My Father. I have no doubt that the people who believe these things will continue to believe them in the years to come. That's the beauty of having opinions: nothing can shake your belief in them, as long as you choose to consider them true. Making a specific, concrete prediction about the near future is another matter. Once you expose yourself to objective reality, you can't hide from it.

The fallacies in Warshawsky's analysis weren't hard to spot. His most telling statement was, "Why am I so confident that John McCain is going to win the election? In short, because Barack Obama is not an acceptable choice to lead the country." It didn't seem to occur to him that the American public might not share his standards of what is acceptable.

His refusal to believe the polls was also notable. The success of polls at predicting presidential winners has increased dramatically since the days of "Dewey Defeats Truman." In a very close race, there may be uncertainty. But by mid-October this year, McCain was consistently trailing Obama by at least five points, and the electoral map looked even worse for him. It was conceivable that public opinion might change before Election Day, but there was no reason to believe he was already in the lead.

Warshawsky may be an extreme case, but the punditocracy is littered with erroneous forecasts, and the pundits are rarely taken to task for them. I believe that the quality of prognostications can be a gauge of a commentator's analytical skill. We should pay more attention to them.

Let's consider some of the factors that inspire bad political predictions. One is wishful thinking. Another is projecting one's own outlook on the public. A notorious example of the latter was the title of conservative columnist Shelby Steele's early-2008 book A Bound Man: Why We are Excited about Obama and Why He Can't Win. Steele later apologized for the "stupid, silly subtitle that was slapped on to the book" and claimed it did not represent what the book was arguing. Not having read the book, I'll take his word for it.

Some people will predict a candidate's victory in the hopes of creating a self-fulfilling prophecy. That's why candidates themselves rarely admit they're losing even when it's obvious they are. The final nail in the coffin of Fred Thompson's candidacy may have been when he admitted to the press that he wasn't likely to get the nomination. For a politician in those circumstances to lie is understandable, but we expect more honesty from commentators, who should always tell at least what they believe to be the truth.

None of the aforementioned factors explain why many Democrats doubted Obama would win, even days before the election when he seemed practically unbeatable. The crucial factor here was paranoia, inspired by past defeats. They felt their own party had a knack for "snatching defeat from the jaws of victory," and they believed that Republicans might steal the election again. (To this day, there are liberals who think even the 2004 election was stolen.) They also worried about the Bradley Effect, the alleged phenomenon that public opinion polls overestimate a black candidate's support because some respondents are afraid of revealing racist motivations.

One Democrat whose predictions were spectacularly vindicated was Nate Silver of FiveThirtyEight.com. A baseball statistician by trade, Silver developed a unique method of averaging together the presidential polls to determine the winner. His final estimate had Obama beating McCain by 52.3% to 46.2%. The initial results on Election Night were 52.4% to 46.3%--within a tenth of a percent of Silver's predictions. (Subsequent counting, however, has widened Obama's lead by a whole percentage point, making Silver's estimate less accurate.) He also correctly predicted the winner in every state except Indiana, which Obama won narrowly. It's worth asking whether Silver would have been as accurate in a year that was bad for Democrats. My impression is that he doesn't let his biases interfere with his mathematical estimates.

Sometimes good predictions come from unexpected quarters. During the 1996 primary campaign, liberal comedian Al Franken correctly predicted that Dole's running mate would be Jack Kemp. He based his conclusion on a quip by Newt Gingrich that Kemp (a former NFL player) has showered with more blacks than most Republicans have shaken hands with. Franken followed this quote with a list of "Politicians Who Have Showered With Blacks," consisting of former athletes who went into politics.

In 1999, Franken released a book describing a bizarro version of the upcoming 2000 election in which Franken himself becomes the Democratic nominee, with an all-Jewish staff. And guess who his running mate is? Why, Joe Lieberman, of course. His stated reason is that he wants to balance the ticket because "I'm Reform and he's Orthodox."

After these two episodes, I began to pay more attention to Franken's musings. Maybe buried beneath the comedy was some sound insight, I figured. That's why I was puzzled when his 2005 book hinted that the next president would be Barack Obama. At the time, Obama had told the press "unequivocally" that he would not run in 2008. I thought to myself, "I guess Franken is finally wrong about something." Hmmmph. (To be fair, I should mention that the book also predicted that the Republican nominee for 2008 would be Bill Frist.)

What's Franken's secret? Good instincts, or dumb luck? You be the judge. Nobody can know with certainty what the future holds. But I value predictions, because they are opinions with results. They test a person's capacity to think objectively, without letting wishes or fears get in the way. They also tell us something about the quality of the person's reasoning. And they help us weed out the shills.

Thursday, September 04, 2008

Design creating the designer

Given the achievements of theoretical physics in the last century, it can come as a shock to realize the amount of unbridled speculation in the field. The way Paul Davies presents the topic in his book The Goldilocks Enigma occasionally gives it the aura of classical mythology. For example, tell me the following account of the early universe doesn't sound like some primordial battle between a good and bad deity:
Whenever matter and antimatter mingle, they quickly annihilate in a burst of gamma rays.... So that presents a puzzle: how did the big bang make 1050 tons of matter without also making 1050 tons of antimatter?.... however it is done, the story of the origin of matter would go something like this. The heat radiation released after the big bang created copious quantities of both matter and antimatter, all mixed together, but containing a slight excess of matter. As the universe cooled, the antimatter would be totally destroyed by virtue of its being in intimate contact with matter, leaving unscathed the small residue of excess matter--about one part in a billion. (p. 105)
The coincidence of my coming upon this book just a few weeks after I wrote my post about pantheism, which covers similar ground, wasn't lost on me. Both deal with the question of why the dead universe around us seems uniquely suited for life. To rephrase the old conundrum, how come anyone's around to hear the tree make a sound?

Physicists over the past few decades have discovered that many of the physical laws of the universe seem "just right" for the development of life. If the numbers had been slightly lower, or slightly higher, life as we know it could not have come to exist. I will mention just a few examples, because the topic is vast and has been covered thoroughly in numerous books:

1. If the neutron were slightly lighter, the proton would be unstable and atoms probably could not have formed. If it were slightly heavier, nuclear fusion would not be possible and stars could not have formed.

2. If gravity were slightly stronger, all stars would be giants with relatively brief lives. If it were slightly weaker, heavy elements necessary for planet formation would not have been produced.

3. If the nuclear resonance level of carbon were any different, our sun could not have produced high quantities of the element.

One must exercise caution when examining these apparent facts. Perhaps a very different sort of life, or lifelike phenomenon, would have emerged under other conditions. Perhaps we aren't exercising our imaginations enough. But examples like these have piled up, and so far they haven't gone away.

Like me, Davies isn't satisfied with the standard copout, "That's just the way the laws are, and if they weren't that way, we wouldn't be here to discuss it." To illustrate the flaw in this argument, he takes off from an idea in Carl Sagan's novel Contact. The number pi consists of decimal digits going on into infinity. The digits are completely arbitrary except for the fact that the number is derived from nature. Let's say you created a computer program displaying the number in binary, where a light pixel would represent one, and a dark pixel zero. Most likely, the screen would be flooded with meaningless "snow." You wouldn't expect to see a coherent image, such as a circle, much less a smiley face. But what if one did appear after just two minutes? Assuming the program wasn't rigged, the only conclusion most scientists would permit would be that it's just a freakish coincidence.

Davies explores several possible solutions to this dilemma. (I will deal with only a few of them here.) The most popular is the hypothesis of multiple universes. In an infinity of universes, some are bound to produce life. Those that don't will obviously go unnoticed. We're here simply because our universe is one that happened to have the right set of laws needed for our existence.

The multiverse hypothesis isn't purely ad hoc; it seems to follow from certain versions of the Big Bang theory, as well as from certain versions of quantum mechanics. But there are major problems with the hypothesis, as Davies explains. For starters, it is borderline untestable. It also seems to violate Occam's razor, the principle that theories should be as simple as possible. And it leaves unanswered the question of where the universe-generating mechanism came from.

One bizarre twist on this hypothesis bears mentioning. Davies quotes Oxford philosopher Nick Bostrom as saying, "There is a significant probability that you are living in [a] computer simulation. I mean this literally: if the simulation hypothesis is true, you exist in a virtual reality simulated in a computer built by some advanced civilisation. Your brain, too, is merely a part of that simulation."

That's just a modern variation on an age-old philosophical idea, but Bostrom makes a case for it based on the multiverse hypothesis. See if you can follow this. If countless universes exist, there are likely to be ones containing civilizations that have reached the point of creating simulated universes. Any civilization with that capacity is likely to exercise it numerous times. Therefore, there are likely to be more fake universes than real ones, and so, by the laws of probability, we are more likely to inhabit one of the fakes.

Davies has fun with this idea. If we're in a simulation, who is to say we aren't in a simulation-within-a-simulation? "Logically there is no end to this nested sequence.... The real universe could be lost amid an infinite regress of nested fakes. Or it may not even exist at all. Reality might consist of an infinite sequence of simulations, period" (p. 185).

As the saying goes, that way lies madness. Bostrom's argument has many holes, but the most basic is that the conclusion undermines the premises. If we live in a fake universe, how do we know the physical laws we have discovered--on which the multiverse hypothesis rests--accurately describe the reality outside the simulation?

Davies, in any case, prefers a one-universe model, but he still suspects that the seemingly life-friendly laws cannot be due to chance. He proposes that there must be something leading our universe in the direction of producing conscious, thinking beings like ourselves. What that something is, he leaves open, but he puts forward a series of related theories that he maintains are compatible with modern physics.

While I'm not sure I understood all the details, his basic idea is that conscious life itself, in the far future, somehow influences the early universe to produce life in the first place. The laws create life, and life creates the laws, in a sort of circular time-loop with no ultimate origin. I couldn't help thinking of the following Escher drawing:


Davies contrasts this idea with the classic grandfather paradox, where a time traveler kills an ancestor. He says it is more like a time traveler saving the life of a girl who will one day become the time traveler's mother. Davies insists that this scenario, while strange, does not create a paradox.

Actually, the scenario is called an "ontological paradox." One notable example I discussed on this blog is from the movie Somewhere in Time. A man receives an antique watch from an old lady. He later goes back in time and gives it to a young woman, who will become the old lady who gives it to his younger self--and so on, ad infinitum. The paradox is that the watch was never built by anyone, at any time. It just eternally exists, fully formed. Since Davies is as bothered as I am by the question of why anything exists, I would think he'd stay far away from such scenarios, which only compound the question.

Considering the difficulties with all these theories, why not accept the traditional idea of a creator God? Davies thinks this answer presents at least as many difficulties as the others. For one thing, did God choose to create the universe, or was it a necessary act that flowed from His very nature? Either possibility leads to additional questions. Also notice the problem with describing creation as an event in time--God exists outside of time, at least according to traditional religions.

I think that such questions miss the point. God by definition is where rational inquiry ends. To believers, the purpose of belief is to transcend the rational in order to connect with the unfathomable. The usual response by scientists is that God, then, should remain forever outside of scientific discussions. To some extent, I agree. But when scientists are reduced to positing fake worlds within fake worlds, or self-created entities from an unexplainable time-loop, we are justified in wondering if the end has already been reached.

Tuesday, June 03, 2008

Everyone is entitled to their opinion, and yours is wrong

In the season finale of Boston Legal, a show I've never seen before, a judge files a motion to have the town of Concord, Massachusetts secede from the Union. Alan Shore (James Spader) argues for the defense. Denny Crane (William Shatner) takes the opposing side. Their arguments get so heated (at one point Alan tells Denny to "just shut up") it threatens their friendship.

The case centers on questions we've all encountered over the past several years. Has Bush put our country on a road to tyranny unlike any previous president? Do we face a uniquely dangerous enemy that justifies Bush's actions? Is attacking the president wise in a time of war? Can dissent be patriotic?

Denny privately tells Alan why the case bothers him so much. His explanation is so heartfelt we realize their differences go beyond mere politics. Whereas Alan views the case as an intellectual exercise, for Denny it runs much deeper.
Denny: Something I thought you understood but you clearly don't understand: for people of my generation, being an American is personal.

Alan: I realize....

Denny: No, you don't. You don't. In your life, growing up, you just took for granted that America would always be. Why not? It's a superpower, strongest country in the world. In my lifetime, with Hitler trying to take over the world and having the means to do so, we went to bed scared at night that America would end. Imagine that feeling. The tragedy for me here is, you have no idea how deeply offended I am by the idea of a town wanting to secede...which means you don't know me, Alan. Not really. Our friendship has all the depth of a jigger of scotch.
I wondered why the show wanted to explore how two people of very different political persuasions navigate a friendship with each other. Some in the audience will relate to the situation, others will marvel that the feat is even possible. I'm sure there are Americans who go through life without ever having a close relationship with someone with a different political outlook. How frequent this is, I don't know. It sure doesn't describe me, a lifelong liberal from a conservative community, Orthodox Jews.

I think that political diversity among friends is healthy. It helps prevent people from dehumanizing the other side. Let's say your friend seems like the most decent and reasonable guy you know until he starts talking about politics, and suddenly he sounds to you like an ogre with asinine ideas. You may never come to respect his opinions, but at least you realize that a person you respect can hold them.

Political differences mean a lot to some people. Sean Hannity actually runs a dating site for conservatives. I can't judge that choice--after all, some people cannot understand my decision to date only Jews--but it still seems odd to me.

One couple who'd agree is James Carville and Mary Matalin, who not only belong to different parties but have worked for opposing candidates. They claim not to talk politics at home, though sometimes you wonder at his motivations. When Bill Richardson, a former member of the Clinton Administration, endorsed Obama instead of Hillary, Carville said, "Mr. Richardson's endorsement came right around the anniversary of the day when Judas sold out for 30 pieces of silver, so I think the timing is appropriate, if ironic." Carville subsequently wrote an entire op-ed piece defending this idiotic remark, but nowhere in the column did he explain what we all wanted to know: if Richardson is Judas, then who's Christ? Bill or Hillary? Or is that Billary? I must have missed the rule which states that political loyalty must be extended to the person's spouse--unless, of course, your name is Carville.

The last person you'd think of as a poster child for inter-political romance, Ann Coulter, has had a series of them. You begin to wonder about her statement that liberals have "joyless sex." Either she's no selfish hedonist, or we've been right in suspecting that her venomous persona is some kind of act, though if so, I have no idea what it means. Ask her suitors.

I have little patience for villain-style politics because I see most issues as complex. I didn't always feel that way. As a kid, I perceived my own views as nothing more than common sense. But I gradually discovered that views I considered indefensible turned out to be quite defensible once I listened to the other side. This happened to me over and over again. That's why I'm amazed at the number of people who maintain a black-and-white outlook into their old age.

Not that I'm a moderate. I opposed the Iraq War from the beginning, and I'm annoyed by politicians from both parties who started criticizing the war only after it became fashionable to do so. At the same time, I understand why good and reasonable people were led to support it. The decision to take out Saddam is not something I can just dismiss as evil, no matter how unjustified I believe it was.

On the other hand, I may be guilty of over-intellectualizing. I don't have loved ones stationed in Iraq. I haven't been personally screwed by Bush's policies. Thus, it's a bit too easy for me to think of the debates as an intellectual exercise rather than something serious that impacts lives.

Saturday, March 01, 2008

Entertainment about entertainment

Vivian Vande Velde's science fiction novels User Unfriendly and Heir Apparent brought back memories of the computer adventure games I used to play as a kid. I enjoyed even pure text adventures better than arcade-style action games, because of the unique mixture of creativity and logic required to win them. I will briefly discuss these games before reviewing Vande Velde's two books.

When I first began playing Infocom's text adventures at age nine, I felt hopeless without the clue books that came with the software. In Hitchhiker's Guide to the Galaxy, for example, Mr. Prosser would have his bulldozer in front of my house, and no matter what I typed into the command prompt, he would demolish the house. So I consulted the clue book, which told me the solution: "Lie down in front of the bulldozer." It makes sense, if you think about it. Prosser won't kill to get his job done. But I simply didn't consider that possibility--partly because I lacked experience or cleverness, partly because I had never read the Douglas Adams novel on which the game was based.

Beyond Infocom, most text adventures did not come with clue books. But they helped prepare me for games like The Legend of Zelda that are part arcade-style action, part strategic adventure. With or without graphics, computer adventures all have the same basic setup. They can have any storyline, though they are traditionally magic tales featuring kings and castles and wizards and dragons. You always make your way through some kind of complex setting and collect various objects in your path. Figuring out the solutions to problems usually involves trial and error. Find a piece of cotton? Try throwing it, or eating it, or sticking it in your ear.

How well do science fiction books fare in portraying these sorts of games? A few weeks ago, I discussed Killobyte, Piers Anthony's 1993 novel about characters who become trapped in a role-playing VR game. I decided to dig up a particular young adult book with a similar plot, Vivian Vande Velde's User Unfriendly, which I first read in 1992. I remembered very little about it other than that I enjoyed it.

The gaming machine in this novel actually places you into REM sleep and hooks directly to your brain to make you think you're in the virtual setting. The session lasts no longer than an hour, but feels like five days. You can see, hear, smell, feel, and taste your surroundings. You're able to experience pain, and you must eat and sleep in the course of your journey. You are provided with new memories and skills, corresponding to the character you occupy.

That almost makes the technology in Killobyte sound primitive by comparison. It brings to mind Orson Scott Card's warning to novice sci-fi writers about presenting an extraordinary invention without considering other uses it might have. If one hour can be made to seem like five days, then (doing the math) three days can be made to seem like an entire year. Such a device could in effect greatly prolong a person's life--or at least provide a little extra time for reflection.

As for the implanted memories, if a computer can do that, what need is there for school (much less Jeopardy)? Just hook your brain to a machine, which will feed you all the information you need to know.

Needless to say, the book does not deal with any of those possibilities.

The narrator is Arvin, an eighth-grader who enters the game along with several of his friends. One of his challenges is figuring out which of his friends appear as which characters. His mom is also playing, much to his chagrin. I may have missed it, but I didn't catch what she thought of the fact that they're using a pirated version of the software.

Vande Velde's greatest strength is her attention to detail. She has plotted out the game in great depth. She structures the book in numerous short chapters that end in cliffhangers, as the characters encounter wizards, elves, trolls, orcs, goblins, and dragons, not to mention enchanted boots, sand hands, and giant rat zombies. The book kept me reading, with its fun blend of excitement and humor. (One example of the latter involves a dwarf who feels compelled to recite his entire genealogy any time someone asks his name.)

But the book compares poorly with Killobyte, which spent many pages in the real world, fleshing out its two main characters. User Unfriendly begins in the game itself and stays there until the very last few pages, without any flashbacks along the way. There are more than a half-dozen characters, all vaguely drawn. Arvin comes off as a typical teenager, embarrassed in front of his mom, eager to prove himself before his peers.

In Killobyte, the characters weren't just trying to win the game but were literally fighting for their lives. The stakes are lower in User Unfriendly. Because the game is pirated, some bugs and glitches appear, and the kids cannot exit the game prematurely. But the book bases a great deal of its plot around our vicarious experience of the game rather than anything more urgent.

The game itself is lacking in the qualities of computer adventures I mentioned before. Most of the time, the kids seem to be winging it, and their successes feel arbitrary. Again, Killobyte does a better job on this front, which is doubly impressive since Piers Anthony admits to having very little gaming experience.

In 2002, Vande Velde published Heir Apparent, about another game from the same company. It is narrated by a fourteen-year old girl named Giannine, who was a relatively minor character in the first book. It makes no mention of the events in User Unfriendly, and it may take place earlier. The front, inside, and back cover do not mention the older book at all.

Vande Velde writes on her website that she does not consider Heir Apparent a sequel, just a story taking place in the same universe. I have another theory. I think she was attempting to do User Unfriendly over again, but better. If so, she has succeeded. It improves on User Unfriendly in all the areas I mentioned.

For the first time, we get to see the world these kids occupy when they remove their VR helmets. In the first chapter, we encounter a robotic bus driver and a tiny, genetically engineered dragon. The setting can't be too far in the future, however, for we also see conventional-looking email, Windows Freecell, and a $50.00 gift certificate enabling Giannine to play a VR game of her choice. (By the time all this advanced technology exists, wouldn't fifty bucks be pocket change? Never mind.) She chooses a medieval fantasy about a peasant girl who becomes king. The session will last thirty minutes but will feel like three days. The catch is that any time her character dies, she will have to start over from the beginning, which she can do indefinitely.

That reminds me of the old Atari game Pitfall II. Possibly compensating for the fact that the original Pitfall was almost unwinnable, Pitfall II was made literally unlosable. Any time you'd get hit by an enemy, you'd merely be transported back to the last red cross you touched. The only way to end the game without winning was by turning off the computer. In the VR game depicted in Heir Apparent, however, you cannot just turn off the machine, or leave it sitting and come back to it later. You're stuck until you win the game or a technician pulls you out. That's practically asking for trouble.

The trouble comes in the form of an activist group called Citizens to Protect Our Children, or CPOC (pronounced "sea pock"), who feel that VR games are corrupting the youth. To show just how concerned they are for the children's welfare, they break into the arcade and sabotage the equipment. The problem is, Giannine is already hooked up to the game.

A technician briefly enters the virtual world to inform her that if they detach the equipment, she may suffer brain damage. But if she stays hooked up for too long, her brain will surely fry. All she has to do is win the damn game--and avoid getting killed too many times.

Easier said than done. The game is set up so that that there are many ways to succeed, and a lot more ways to fail. At first, it seems that every time she stumbles, a character pulls out a knife and slaughters her. Then she finds herself back on the sheep farm at the beginning, where she has to do the whole game over again. This aspect of the novel has an intriguing Groundhog Day vibe to it, as she meets the same characters in a host of different situations that change depending on all the little choices she makes.

There is, for example, a boy caught by guards who claim he stole a deer. The evidence is lacking, and Giannine has no desire to sanction the boy's execution, even though he is only computer-generated. But if she simply frees him, more problems will occur.

The technician gives her only two clues on how to win the game: find a magic ring, and keep a weird, mystic nun away from Kenric, one of Giannine's three half-brothers vying for the throne. (The nun, who seems to worship Oneness rather than God, is made nondenominational by the game's manufacturer so as "not to offend anyone.") Among the many challenges she faces is a knight who will chop her head off if she does not create a poem he likes. The poem can be absolutely inane, so long as it's original.

Unlike User Unfriendly, she is the only real person in the game--the rest of the characters are computer-generated. But they all have personalities, and they seem able to carry on nuanced, naturalistic conversations. I presume they're simply responding to cues in her speech, but the effect is quite convincing.

One way or another, I enjoyed the book much more than User Unfriendly. The game is still not much like the computer adventures I remember as a kid. It's ten times better! Maybe that's the point of books like these, to depict games we wish we could play, but which exist only in the author's wildest imagination.

Monday, February 11, 2008

VR dreams

I've always been intrigued by how we refer to present-day technology using the names of far more advanced devices from science fiction. Real holograms do not look like solid objects, real robots do not have human-like personalities, and real spaceships do not visit faraway planets. Rarely is the human tendency toward hyperbole captured in science fiction itself, one exception being the "star destroyers" in Star Wars.

Virtual reality is an astounding example of the phenomenon. I first started hearing the term in the early 1990s, referring to machines placed over your entire head, sending imagery to the inner walls to make you feel like you're in a different world. I'm surprised this technology never caught on, and I'm disappointed that I've never had a chance to try it. Nowadays, the Internet has produced computer-generated alternate worlds like Second Life, but they're still presented through the flat screen of a monitor. They aren't like the VR that has been invented, let alone the VR in science fiction, where you enter a three-dimensional, fully sensory environment that feels the same as traversing the real world, even though you may be lying on a chair in your basement the whole time.

I was having those thoughts the other day as I reread Piers Anthony's 1993 novel Killobyte. It's the best of the dozen or so novels I've read by Anthony, though that isn't saying much, considering he's written over a hundred more. His books, while wickedly imaginative, have not generally had a lasting impact on me. I recognized in Killobyte many of the elements from his other books, including bizarre sexual scenarios, and the incorporation of medieval fantasy into a futuristic setting. (The sex scenes in his books have generated controversy, since children constitute a large chunk of his audience. In fifth grade, I almost did a book report on an Anthony novel in which an android has an affair with a female unicorn who can shape-shift into human form but still has heat cycles. I chose Charles De Lint's Jack the Giant Killer instead.)

The creativity of this book is accompanied by a page-turning quality that he claims he got from Robert Heinlein's The Puppet Masters. There are also some astonishingly realistic chapters, including a painfully vivid depiction of a girl suffering from diabetes. These qualities are important, because virtual-world stories often get so caught up in world creation that the story just sits there. (That was a problem with the dreadfully dull 2000 movie The Cell.) Not so with Killobyte: the complex VR game conceived in the book is intriguing enough to keep us reading, before the book turns into a slam-bang thriller.

In Killobyte, players are hooked up to a machine that not only simulates a range of sensations, from pain to sex, but also responds to brain signals to move a player's character in the virtual world. The only way to exit the game and return to the real world is by selecting that option from a menu that appears within the virtual world. Otherwise, you're stuck, like someone unable to wake up from a dream. (I doubt I'm giving away too much of the plot, since virtually all stories of this kind have the characters getting trapped inside the virtual world.) The game itself is pretty much traditional RPG, but it involves sophisticated voice recognition, artificial intelligence, and simulated sex so convincing it can work for a paraplegic who has lost that function in the real world.

It's amusing to read the book now, for there's no direct mention of the Internet, and all the players connect to the game's network using telephone modems. That's hardly surprising. Anthony apparently wrote the book in 1991, when the World Wide Web had only just been invented, and when the term "Internet" was still techno-jargon. He did not specify when the book was supposed to take place, and for all intents and purposes it felt very much like the present. He was optimistic that the technology described in the book was not far off: "I suspect we shall have games very like this in the next decade or so" (p. 308).

That this hasn't happened should give us pause. Science fiction hasn't forgotten: the popularity of The Matrix and its sequels proves that it's still in the public mind. And I have heard that inventors are on the brink of creating machines that respond to brain signals. But we aren't close to inventing virtual-world machines that effectively trap a user inside them, like an electronically simulated dream. The question is whether we will create such machines--or, more importantly, why.

Wednesday, January 09, 2008

The U.S. royal family

Many years ago, I read a thin, richly illustrated book called Motel of the Mysteries, about a future archaeologist who unearths the remains of a hotel room from our time. He thinks it is a burial site of the ancient Usa people. Among the artifacts he discovers there are a Sacred Seal (a "do not disturb" sign), a Portable Shrine (credit card), a Great Altar (television set), and a Sacred Urn (toilet).

I believe that when anthropologists of the future look back at our society, they might conclude we live in a monarchy. Sure, we think we've moved past Great Britain's antiquated system. We laugh at them for still having kings, queens, and princesses, even if the positions are only ceremonial. We don't put up with such nonsense as the divine right of kings, the royal family, right? In America, we like to say, anyone can become president.

Uh-huh. Some facts should sober us up. The majority of U.S. presidents have been related to other U.S. presidents, and a large number have been related to British royalty. (See here for the details.) If you think about it, we're presently nearing the end of the reign of King George II.

If Hilary gets elected this fall and goes on to serve two terms, our nation will have experienced nearly 30 consecutive years in which the president was either a Bush or a Clinton. (And then maybe Jeb, and George P. Bush, and later Chelsea and the Bush twins, can continue the cycle.... Scary, isn't it?)

Everyone knows that the U.S. presidents have mostly been White Anglo-Saxon Protestants. We haven't even had much in the way of European ethnicities. Imagine there being presidents of primarily Polish or Swedish or Belgian extraction. Even that seems off most people's radar.

I'm not saying we haven't had minorities. WASPs are a minority!

What is wrong with us? We're supposed to be this diverse, multicultural nation, and the presidency still operates like an old country club. (No wonder they all play golf!)

Now you're saying, "But wait, this year is different. Look who's been running: a woman, a black, a Latino, an Italian-American, and a Mormon!"

Yeah, sure. I'm reminded of the old quip about Barry Goldwater: "I always knew the first Jew on a U.S. presidential ticket would be an Episcopalian." If Obama gets the Democratic nomination, we can say, "I always knew the first black on a U.S. presidential ticket would be a cousin of Dick Cheney."

Sunday, October 07, 2007

From amoebas to elephants

Panati's Extraordinary Endings of Practically Everything and Everybody, a book whose accuracy I have sometimes found wanting, has an interesting take on a familiar fact. According to Panati, sex and death are two aspects of the same phenomenon. Organisms that reproduce asexually do not have finite lifespans like we do. The amoeba simply splits into two amoebas, which in turn exist until themselves splitting. As long as it isn't killed, it multiplies endlessly without ever dying.

But in sexual reproduction, two individuals contribute genetic material that grows into a new organism, then they die. Death is simply the logical corollary to a process that uses a mere fraction of an organism to produce a new creature. In humans, it may happen decades after the sex act itself, but it's inevitable--and linked to the fact that we are sexual beings.

"In one sense," writes Panati, "we possess immortality, but not where we want it. We have it in our generational genes. We'd prefer it in our body, in the form we cherish, in the face that gazes reassuringly back from the mirror" (p. 6).

Despite Panati's argument, there isn't much to envy about amoebas. They don't care about their immortality any more than your sex cells care about theirs. Lacking consciousness, they are unable to care.

For your part, cloning wouldn't satisfy your desire to live forever. You would think of the clone as a new person, just as you think of identical twins as two separate individuals despite their genetic sameness. What you really want is a continuance of your soul, not your body. Even if you don't believe in the soul, you recognize a distinct inner self which perishes at death. Immortality, to you, means the permanent existence of this self.

Previously, I raised the question of whether you'd be willing to die if a clone with all your memories were created in your place. That sort of experiment could be the key to immortality, assuming that merely copying the information in your brain to another vessel would effectively move your consciousness there, like a transfer of data between computers.

There are problems with that assumption, however. In his book How to Write Science Fiction and Fantasy, Orson Scott Card discusses a fictional species that communicates by transferring memories. According to Card, "individual identity would be much less important to them than to us. And death would be almost meaningless. As long as you passed memories before you died, then everything you thought and experienced would continue to live on, so that even though you might cease to take part, everyone in the community would clearly remember having done everything you did!" (p. 50)

Card here implies that there is some intangible "you" existing independently of your memories, so that even if those memories are passed to someone else before your bodily death occurs, "you" perish. But if "you" are nothing more than your memories, as some philosophers have argued, then how is a memory transfer from one body to another any different than what happens in life from each moment to the next?

I believe it is different. No matter what the philosophers say, there is something intangible inside us. Consider the attempt to create an android with human emotions. You might program it to have a distinct state called "sadness," where it would display symptoms such as frowning, downcast eyes, and broken concentration. But it's doubtful that any of this would cause the machine to experience sadness, any more than an actor experiences the emotions he performs.

Inner experience, one of the most mysterious features of human life, is not just information in the brain. It is the part of yourself which experiences the information. You can't prove it exists. You're directly aware of your own, but you can only infer that other people are something more than machines programmed to behave as though they have inner experience.

Philosophical materialists typically attempt to ignore or downplay the mystery of inner experience, viewing it as merely another illusion to be swept away by the inevitable march of scientific progress. The problem with that argument is that since all illusions are perceived through a person's inner experience, to call inner experience itself illusory borders on the tautological. Inner experience is the elephant in the room, the one thing in existence that absolutely defeats a materialistic explanation.

Thursday, July 19, 2007

The myth of the fantasy genre

Sometimes viewpoints that are dead wrong can provide a starting point for insightful discussions. I feel that way about Christian opponents of the Harry Potter series. They think it's bad to expose children to stories depicting witchcraft in a positive light. Fans respond that Harry Potter is fantasy, and that these books are a healthy tool for stimulating a child's imagination.

"Fantasy" is a funny name for a genre. The word suggests make-believe. All fiction is make-believe, but fantasy deals specifically with events that not only didn't happen, but couldn't happen. We, the readers, allow our minds to enter a universe that we know could never exist. The books tap into some part of our subconscious where rationality has not penetrated, and for a brief period of time we "believe" in magic. The genre is not about exploring possibilities, as science fiction does, but about losing ourselves in impossibilities. As Orson Scott Card puts it in his 1990 book How to Write Science Fiction and Fantasy, "science fiction is about what could be but isn't; fantasy is about what couldn't be" (p. 22).

But that raises a problem. If we designate all supernatural stories as fantasy, as is the common practice, we're implying that there's no such thing as the supernatural. I presume that Card, as a Mormon, would resist that implication. Yet he doesn't appear bothered by it: "As rational people, we know that magic doesn't work and superstitions are meaningless" (p. 22). True, but what about the miracles of the Bible? What about God and the afterlife?

The fantasy genre avoids this dilemma because it rarely deals with religion. Magic may be rooted in pagan belief, but most fantasies do not feature pagan deities. Two important pioneers of the genre--J.R.R. Tolkien and C.S. Lewis--were devout Christians. (J.K. Rowling is, too, but let that pass.) I once saw someone make the following clueless remark about Harry Potter: "Why do the kids celebrate Christmas if they practice witchcraft?" But that's just the point. The magic in Harry Potter isn't a religion; it is an alternative series of natural laws. It has about as much to do with ancient occult practice as Westerns have to do with the real Old West. And it has about as much to do with Satan worship as armadillos have to do with Swiss cheese.

The fantasy genre, in any case, centers on things that almost everyone agrees are imaginary, like elves and dragons. Religiously rooted supernatural fiction, like The Exorcist, usually ends up in the horror section of a bookstore. People may call it fantasy, but that's not the publishing category. Fantasy, despite its religious origins, is essentially a very secular genre. Individual works like C.S. Lewis's Narnia series may express religious ideas, but mostly through metaphor.

Does a book even need magic to be considered fantasy? The Princess Bride has no obvious magical elements, unless you consider a volcanic swamp populated by ferocious capybaras to be magical. As for Miracle Max, he's an herbalist, not a sorcerer, and he doesn't show up until quite late in the story. Yet everybody thinks of The Princess Bride as a fantasy, largely because it has all the trappings of one.

The matter gets even fuzzier with books that deal with the afterlife, like Richard Matheson's What Dreams May Come, which I discussed in a previous post. Wikipedia classifies such novels as "bangsian fantasy," after an author named John Kendrick Bangs. But the thing is, Matheson actually believed in what he wrote. He based his depiction of afterlife on extensive research into near-death experiences and the visions of mystics. To him, and to many readers, his book is surely not "fantasy."

Card hints that the genre designation does have something to do with what people actually believe about the world. For example, are The Iliad and The Odyssey fantasies? No, says Card, because they were written at a time when most people believed in such stuff. What about the Bible or Paradise Lost? Card prudently remarks that even today many people "would be outraged to hear of either being classified as fantasy" (p. 18).

Even science fiction isn't immune to this dilemma. I have heard George Lucas described as a "modern mythmaker." But myths are what a culture actually believes in. People do not go to Star Wars to see a world they believe is real. Rather, Lucas takes the myths of the past and spins them into entertainment which modern audiences accept on a purely symbolic level. In a sense, that's what all fantasy writers do. If we could see what future societies will think of our own, we might be surprised at what they consider our myths and our fantasies.

Sunday, June 17, 2007

Are video games a form of art?

I am prepared to believe that video games can be elegant, subtle, sophisticated, challenging and visually wonderful. But I believe the nature of the medium prevents it from moving beyond craftsmanship to the stature of art. To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.
Those words are from Roger Ebert in 2005, when he caused a firestorm with his assertion that video games are inherently not a form of art. Whether you agree with him or not, the ensuing debate was interesting. Unfortunately, Ebert's credibility was suspect, since by his own admission he lacked familiarity with modern video games. And his statement sounds just like the sort of narrow-minded declaration that's almost asking to be discredited. A couple of generations ago, most people would have scoffed at the idea that comic books are art; nowadays, that idea has gained increasingly wide acceptance (though the respected comic books carry a new name, graphic novels).

Still, I understand where Ebert is coming from. And I say this as someone who knows even less about modern video games than he does. I largely stopped playing them when I was a teenager. I felt that I wasn't getting out of them anywhere near as much as I was putting into them. They were an enjoyable diversion, but left me feeling drained when I spent too much time with them.

I'm aware that video games have increased in sophistication since the days of Nintendo, by huge orders of magnitude. And apparently some gamers think these are works of the human imagination that deserve comparison with great works of literature--or at least that they have that potential, even if the genre is in its infancy right now.

If you think that video games will never be Shakespeare, I should remind you that most people in Shakespeare's time would have laughed at the idea that his plays would be studied centuries later. Most of his plays weren't even published during his lifetime. And it took a long time before critics viewed them as serious works of literature, much less ranked him as the greatest writer in the English language.

Nowadays, people study the heavily footnoted texts of Shakespeare's plays in a manner that the Bard himself would never have envisioned. Is it possible that a similar process will happen with computer games? Will students of the future be studying games in the classroom, in a format that would perplex the original designers?

I debated these issues with someone on a message board a few years ago. He took the position that some video games have achieved an artistic level comparable to great literature and film; I was skeptical, even while admitting my ignorance. It was a nice debate, and I think we both ended up learning something. I learned from him that some modern video games--notably adventure games--have fairly complex narratives, with even the rudiments of character development. But I managed to persuade him that the very nature of video games cuts against the kind of complexity found in literature and film.

Traditionally, games have nothing to do with art. Chess may be a high intellectual activity, but it isn't really a form of art. What all art forms have in common, whether they be paintings, sculptures, poems, novels, plays, films, or comic books, is that the viewer contributes nothing to them beyond his own imagination. Interactive fiction (like the Choose Your Own Adventure series for kids) has always remained a minor phenomenon.

Computers have the potential to blur that line, however, creating games with a high degree of artistic content in terms of both graphics and narrative. But there is a limit. The only way they could achieve full artistic status is if they stopped being games.

I'll give an example from an old game I used to play, Infocom's text adventure The Hitchhiker's Guide to the Galaxy, based on the Douglas Adams novel. The novel contains a scene where Arthur is at a party trying pick up a girl, when another guy comes along and catches her attention by saying he's from another planet. Your goal in the game, as a player, is to make sure the scene happens exactly as it did in the book. You can have no effect on Arthur's chances of getting the girl. Arthur is a loser. That's part of the script. Even if in real life you're God's gift to women, as computer game addicts are known to be, you're not going to change what Arthur's like. The game has a lot of puzzles that require brain power, but your personality doesn't affect the outcome.

Would it be possible to create a game where your personality does make a difference? I can imagine it now. It will be called SimFlirt. Your objective is to go to a party and pick up a girl. (Or, if you are a girl, then you pick up a guy. Or, if you're gay...never mind.) Whether you succeed depends on what you do or say.

Of course, such a game would never compare to a novel or a film. The range of possible outcomes would still be relatively limited. If a character in a computer game can have any level of depth, then it must be written into the game's narrative, without the player having much influence. The problem is that the player's very presence dilutes this process. Games simply are not a good medium for exploring the nuances of human behavior, at least not to the degree found in literature.

The point here is that games are different, not inferior. They serve a different purpose. I'm reminded of something Orson Scott Card said in his 1990 book How to Write Science Fiction and Fantasy: "In a fantasy, if magic has no limitations, the characters are omnipotent gods; anything can happen, and so there's no story. There have to be strict limits on magic. Dungeons and Dragons uses a seniority system that may work well for games, but for stories it is truly stupid: The longer you manage to stay alive, the more spells you know and the more power you have" (p. 31).

Note Card's implication that what works well in a game isn't believable in fiction. I would go further and suggest that what works in fiction isn't suited to a game. Even games with narratives, like D&D and computer adventure games, do not require the same suspension of disbelief as fiction does. That's because the narrative is only a means to an end, whereas in fiction the narrative is central. Perhaps the computer adventure games of today put a greater focus on narrative than ever before. But there comes a point when the integrity of the narrative must bow to the integrity of the game. Everything in a game falls back on the player's choices, and by giving the player choices, the narrative inevitably suffers.

If video games are blurring the distinction by taking on many artistic qualities, the question is how far they can go while still remaining games. And while there will always be people who devote their precious hours to these games, their impact may remain marginal simply because they forge that impossible middle ground between the artistic and the recreational.

Friday, October 13, 2006

Teleporatation and the Clone Test

According to recent news, physicists have succeeded in teleporting a combination of light and matter, transporting the information over a distance. The news reports have hyped this achievement as the next step in a progression that will end in "Beam me up, Scotty!" transportation of human beings, the kind where you get "zapped" and reappear someplace else.

It's an intriguing possibility, but one that has always disturbed me. Wouldn't you be a little scared to go into such a machine, even if you'd seen it run successfully on hundreds of previous subjects? I'm not talking about the possibility of a disastrous malfunction. I'm saying that the whole idea of teleportation presents some curious philosophical problems, even if the process itself is foolproof.

I wouldn't have so much of a problem if I was assured that the machine was merely moving all the particles of my body to a different location. But not all science fiction writers have conceived of teleportation in that way. For many of them, teleportation means actually destroying all the particles, all the atoms, all the cells and flesh and tissues in your body, and reconstructing it using different material in another location. For anyone who isn't disturbed by this idea, I propose a simple test: would you be willing to be killed, if you were assured that a clone with all your memories would be created in your place?

My intuitive repulsion at this idea stems from my belief that there's an essential "me" contained within my body, that can't be reduced to the sum of my body's material. I'm perfectly aware that, due to growth and regeneration of cells, I'm not actually composed of the same material as I was a decade ago. But I carry with me a sense of self from every moment to the next, no matter how much my body changes.

Strangely, many reductionist scientists think that this "me" is an illusion. In the words of the late Francis Crick, from his book The Astonishing Hypothesis, "You, your joys and your sorrows, your memories and your ambitions, your sense of personal identity and free will, are in fact no more than the behavior of a vast assembly of nerve cell and their associated molecules." My response to Crick, or to anyone else who holds such a belief, would be to subject him to the Clone Test.

Wednesday, June 28, 2006

The promise of a sound resolution

Most people accept the concept of objective truth. If someone says that ice cream is a health food, that person is simply wrong. But if someone says, "ice cream is delicious," that statement is neither true nor false; it is simply a matter of opinion. A lot of people today place morality in the latter category. I hear this all the time: "Morality is subjective," they say. As Bertrand Russell asserts, "in a question as to whether this or that is ultimately Good, there is no evidence either way; each disputant can only appeal to his own emotions, and employ such rhetorical devices as shall rouse similar emotions in others." I disagree. Although people's emotions do often influence their views on morality (or, for that matter, on any other subject), it is possible to objectively assess a moral view based on the quality of the reasoning used to support it and on the weight of the evidence.

All societies share certain core principles. Killing would be a crime even in Hitler's ideal society. What Hitler claimed was not that killing in general was acceptable, but that the only way to create an ideal society was by first destroying or enslaving certain races. That claim rested on demonstrably false assumptions about reality, such as his pseudoscientific notions about race and the mortal threat that Jews allegedly posed for the rest of mankind.

Morality and truth are more closely linked than subjectivists admit. According to the subjectivist, if one culture practices cannibalism, and a second culture considers cannibalism immoral, there's no objective way of determining which side is right. If we investigate how the cannibals justify their actions, however, we are likely to find that they hold mistaken beliefs. They may believe, for example, that eating human flesh gives a person great powers, or that the people they are eating are less than human, coming as they do from outside the tribe. To suggest that those beliefs are rooted in superstition and ignorance is hardly a matter of subjective opinion.

By identifying core beliefs that all societies accept, we can determine through reason which moral views come closer to meeting those core beliefs. We can also determine when moral laws have exceptions, such as killing in self-defense. Since the goal of the law against killing is to protect human life, occasionally we must violate this law to reach the same goal. The reasoning here is similar to why people undergo surgery: they allow their body to be damaged in the short run to improve their health in the long run.

Moral ambiguity arises from the conflict between short-term and long-term consequences. If the United States government had learned that hijacked planes were heading toward the World Trade Center, it may have chosen to shoot down the planes, killing all the passengers, because failing to do so would lead to even more deaths. As a rule, long-term consequences take priority over short-term consequences. The problem is that they are harder to determine. The Nazi worldview perhaps represented the extreme of reasoning on the basis of long-term consequences, in the suggestion that enormous destruction of human life was needed to create a peaceful world. The primary danger of utopian visions is that people who seek to transform society to such an extent may ignore the harm they are driven to inflict on society in its current state. Sound moral reasoning involves a balance between what one knows to be true in the present and what one can reasonably infer about the future.

In real life, of course, many of the situations we face are not as clear-cut as the previous examples. The fallacy that subjectivists commit is in thinking that lack of clarity automatically implies subjectivity. Objective reality is not always accessible to human knowledge. For example, nobody knows whether life exists on other planets, but either it does or it does not; the answer does not depend on what humans believe or know. Of course, we may disagree on how to define life. But everyone agrees that humans, lions, trees, and bacteria are alive. The concept does not collapse into subjectivity simply because people aren't sure how far to extend the definition. By that logic, all concepts would turn out to be subjective.

Similarly, the fact that two people in full knowledge of the facts reach opposite conclusions on a moral question does not imply that the issue is subjective. One person may err in his reasoning, and their views may rest on assumptions that are hard to prove. Uncertainty is not subjectivity. While a person's emotions may influence where he stands on the issue, a rational person recognizes that any attempt to resolve the issue is ultimately a search for truth, not an appeal to emotions. Just as unsolved mathematical problems do not shake people's faith that one plus one equals two, complex moral issues do not refute the existence of simple moral truths.

After all, anyone who enters any moral debate hopes that this society will eventually resolve the issue when most people decide which side’s arguments are the most cogent. If neither side is ultimately right or wrong, however, then the view that triumphs in the end will do so simply because its proponents have enough political power. All moral controversies are ultimately power struggles, if one follows moral subjectivism to its logical conclusions. Only moral objectivity can offer the promise of a sound resolution.

Thursday, June 15, 2006

How chaos can be fun

Alan Dean Foster's Parallelities is a very funny book, but it's also a creepy and unnerving book, one that aims to shatter our sense of stability in the world around us. While parallel universes are a staple of contemporary science fiction, this novel does an exceptional job of conveying how disturbing the concept is, using it to explore philosophical questions about knowledge, identity, and randomness. But the book also has a sly sense of humor. Foster seeks to mess with our heads, and he has a fun time doing it.

The story centers around Max Parker, a slimy Los Angeles tabloid reporter sent to interview a rich man, Barrington Boles, who claims to have invented a machine that can break through the barrier between parallel worlds, dubbed "paras" in this novel. Max naturally assumes that the man is a typical loonie, but then the machine not only works, but has a side effect that not even Boles anticipated: it "zaps" the reporter (the scientific nature of what happens is never explained), inflicting him with a bizarre condition. At first he doesn't notice anything different, but as soon as he returns home, strange things start to happen, in several absurdly hilarious scenes. I don't want to give away too many of the surprises here, but let's just say Max has become a sort of cosmic magnet, pulling people and things from parallel universes into his world, and eventually drifting on his own into other worlds. He has no control over the process, which seems to intensify as the story continues.

That's the basic setup to what has become one of my prime book obsessions, a truly special novel that I have read cover-to-cover numerous times. I should note that I'm virtually alone in this reaction. The novel is still little-known, even among Foster fans. I have seen only one web reviewer who seems to hint at the book's greatness: "I didn't expect to sympathize with a shallow, arrogant tabloid reporter, but the unfolding of his inner self as he reacts to the wildly variable parallelities around him reveals a complex character study not promised in the opening chapters."

The slow opening chapters are, I believe, the main reason why the book isn't more famous. The entire first chapter, showing Max's regular life before it goes awry, is unnecessary and distracting. I do not exaggerate when I say that you could skip it and have no difficulty following the rest of the story. The chapter lacks the tension needed to engage us, it introduces characters who never appear again in the novel, and it depicts events that are entirely tangential to the later plot. This is the book's single and greatest flaw, and I'm sure that many readers have tossed the book aside before they had a chance to reach the good parts.

In most books and films of this genre, parallel universes are entirely distinct from our world. Foster's own Spellsinger series, for example, depicts a parallel world full of magic and talking animals. Parallelities uses a less common approach, depicting the worlds that Max visits as virtually identical to his own world, to the point that Max has great difficulty telling whether he's in his original world or in a slightly different para. Each of the "para" versions of Los Angeles has the same buildings, the same streets, and even the same people, including another version of Max! But subtle differences abound, and one of the joys of the book is seeing how the paras get progressively weirder, even as they continue to resemble Max's original world, at least superficially.

Every para he visits functions as a story in its own right, and in the process the book catalogs several genres. One of the paras, for example, is directly inspired by the works of H.P. Lovecraft, but I will say no more because I don't want to give away one of the book's great shock moments. The running joke is that every time Max thinks that his experience has reached the height of madness, and that it couldn't possibly get any weirder, it then proceeds to do just that by several orders of magnitude. We, the readers, are in a constant guessing game to see how far Foster will take the story into the realm of the absurd.

One of Foster's charms is his wry sense of humor. His prose has a delightfully smart-alecky tone, which permeates even the most mundane of lines, as in the following sentence: "While he was waiting for the deep fryer to perform its task of inserting cholesterol and fat into otherwise healthy fish, Max examined his surroundings" (p. 153). At other times, Foster's playfulness is employed for shock value: "He...sucked in a mouthful of water. Fresh, not salt. Not that it mattered much under the present circumstances. He could not breathe either one" (p. 247).

Foster's vivid prose, which constantly pushes the limits of what's possible to put into words, brings the parallel universes alive. For example, here is one passage describing a futuristic, utopia-like version of Los Angeles:
A much larger hover vehicle appeared, traveling from north to south. As it turned up Pico, it bent in the middle to make the corner, flexible as a snake. The people within were not affected. Overhead, the sky shone a deep, untrammeled blue. There was not a hint, not a suggestion, of smog, much less the gray-white ash of total devastation. (p. 204)
Foster's writing is so intricate and detailed that it further allows the surprises to creep up on us without warning. It also includes much introspection, largely because Max is so isolated by his experience. Max is shown to be dishonest, unethical, and insensitive, but he has enough real-life traits that we can relate to him as a human being. There is a scene where he sits on a diving board and looks into the stars, contemplating the vastness of the universe, and how much vaster it must be now that he knows about parallel universes.

We have the feeling that his experience as an unwilling cosmic traveler is causing him to become more reflective and considerate. When he encounters the previously mentioned utopian para, he is impressed by people's courtesy, especially when contrasted with the behavior of those in his L.A. And even the more negative paras are giving Max a deeper perspective on life. But Parallelities isn't a sci-fi version of Groundhog Day, where circumstances inspire a jerk to become nicer. Max never really gets an opportunity to change. All he wants is to return to his original, normal life, but we're never sure whether his experiences will ever make him want to move beyond his immoral lifestyle.

The novel primarily dwells on the negative effects that the experience is having on Max. Because he keeps meeting different versions of himself, his whole sense of individual identity is coming apart, a situation that makes self-preservation seem less understandable. As he ponders in one of the book's eeriest lines, "What would happen to him if he died here? To his real self? Probably, his paras would live on, including no doubt the one who occupied his life position here.... But he, him, the one Max that was Max to the Max, he would perish, permanently and forever" (p. 186). For most science fiction books and films, parallel universes are just an excuse to bring us to exotic new places. Parallelities stands as a unique example of the genre, by examining this concept more closely than usual, while at the same time never forgetting to be entertaining.