ITH - Centrum för studier av IT ur ett
humanvetenskapligt perspektiv
vid Högskolan i Borås
2-3/2001
Ergodic Nightmare
- The world of choices in Philip K.
Dick's The Three Stigmata of Palmer Eldritch1
by Johan Svedjedal
All literary fiction can be construed as simulations in the
readers’ minds, as enactments of imagined worlds. In science
fiction, this device is laid bare since the genre often
consists in thought experiments without normal "realist"
pretensions – not least since many science fiction works
also describe interrelated, alternative realities, and depict
travels between them.
In this respect, Philip K. Dick is a paradigmatic writer of
science fiction, writing about alternative worlds and jumps
between different strata of reality. At the same time, the
successful author Dick was trying hard to find a new narrative
form, beyond the confinements of the printed codex book.
Metaphorically, he described his novels as at least two novels
superimposed in a sort of 3-D novel.
The subject of this article is Dick’s novel The Three
Stigmata of Palmer Eldritch (1965), in which the
protagonists use drugs to relive parts of their earlier lives
and to alter choices they have made.
The novel is mainly a study in existential frustration and the
protagonists’ growing insights into the precariousness and
irreversibility of human choices. The structure of choices in
the novel is analyzed with the help of the concept of "ergodicity",
i.e. the necessity for the reader to choose between various
alternatives in multi-forked narrative structures. In this
sense, Dick’s narrative technique in The Three Stigmata
of Palmer Eldritch (published in the same year the concept
of "hypertext" was introduced by Ted Nelson) depicts
the predicament of mankind trapped in a world of links.
Literature is the simulation of possible worlds, thought
experiments in which events and problems can be developed as
hypotheses, and unfolded into fictions about what people do,
think and say. These simulations are played out in the reader’s
imagination, in the theater of the mind – a miracle of the
brain and of language that occurs whenever someone takes in a
work, be it through reading a text, hearing it read, or
through recollection. The Swedish literary critic Olof
Lagercrantz has described this as a greater wonder than that a
grain of corn from the Pharaohs’ tombs can be made to grow.2
To read a printed book is to let the eyes follow rows of
black letters on white paper. It is an extremely complicated
cognitive process in which the eyes read off lines with
so-called saccadic movements (sweeping, step-by-step motions)
and convey signals to the brain (an organ weighing a
kilogram), the rear language center grasps the form of the
letters and words, and the other language centers interpret
the content of what is read.3
And suddenly faces, houses and cities appear before the reader’s
inner eye. The inner ear hears conversations, the rattling of
carriages and the growling of dogs. Odors are perceived by the
inner sense of smell. If the narrative is sufficiently
convincing, the reader may begin to shudder from the cold,
sense the wind blow against his face, or feel a fever coming
on. In such cases, literature’s capacity to simulate a new
world has a resemblance to multimedia, that is, the work
speaks to all the senses simultaneously. And these simulations
can be set inside each other in an almost endless series, as
each story in turn contains its own simulations: memories,
interposed narratives, characters who describe other events,
lies, depictions of dreams and of hopes for the future. In the
most complex narratives, the fictive reality has so many
layers that it seems to transmogrify into a city in which
"reality" is just one room in one of the houses, but
where the reader enjoys free access to all the rooms in all
the houses. Such narratives seem to contain within themselves
an infinity of lives.
Nonetheless, the reader’s imagination has evident
limitations. In a traditional novel, the simulations must
exclude each other on what might be called the fundamental
level of reality. Raskolnikov cannot at one and the same time
be a murderer and one who never lifts the ax; Anna Karenina
cannot at one and the same time be unfaithful to her husband
and monogamous. Governed by this rule, the novel simulates the
actual mutually exclusive choices contained in a human life.
Thus novels become strictly logical environments in which
mutually contradictory states of affairs cannot exist
simultaneously. What does Raskolnikov’s deed entail? What
course of action shall Anna Karenina choose?
Literary narrative likes to dwell upon those occasions in
which different levels of simulation are mingled. As a rule,
fictional characters can distinguish between "imagination"
and "reality," the two most common levels of
simulation in novels. But they do, at times, flow into each
other. The result can be comical, as when, for example, Don
Quixote sees everything around him distorted through the
memory of all the novels he has read. Or it can be tragic, as
in The Great Gatsby, where Jay Gatsby confuses his
memories and dreams of Daisy Buchanan with the real woman.
Appearance and reality, simulation and reality: the
possibilities for variation are almost endless, and are built
into the very modus operandi of literature. It is not strange
that writers are captivated by the theme. Emma Bovary’s
tragedy in Gustave Flaubert’s novel is that her reading of
novels deprives her of the personality she had outside of the
world of fiction; her imagination flows over into the real
world, first as a trickle, then as a violent surge. Fascinated
by the glamorous and passionate life simulated in the world of
novels, she makes her own life a simulation of her imagination.
The man in her love letters is a dream figure, and her life is
a masquerade, a habitual lie. The narrative technique is thus
to allow a simulation to go on within a simulation, and to
allow the two to come into conflict with one another. Emma
Bovary’s fall is a fabrication about a fabrication. But the
novel moves because the narrative builds upon a reprogramming
that brings out the experience of borders which is the eternal
riddle of the art of the novel, the zigzagging over the border
between the reader’s imagination and his reality. Where is
the reader in Madame Bovary – in the text, in the
imagination, or in her own world? Perhaps at times as lost as
Madame Bovary in her fantasies?
Thus "imagination" and "reality" drift
into one another in certain novels. But the reader takes them
in accordance with the rules that say that a narrative shall
be read from beginning to end, that the text shall unravel as
a long, uncut ribbon. The author’s way is the Only Way, a
path on which the simulation of the imagined world unwinds in
a distinct order, without crossings or side roads. The task of
the reader is to follow that road. Signposts indicating the
distance covered abound, but no compass is necessary since the
road is enclosed by fencing. The pagination serves as the
reader’s signposts. And the lines, pages and chapters are
the interface of the program that guides the reading. The
pages rustle when they are turned, one after the other; that
is, the reading follows a simple program – a praxis which
dictates that the reader begin by reading the first page and
then continue reading the following pages in the order given.
In short, one reads a book in the manner one learned to read
already in early childhood. One reads it according to the
program governing the reading of printed fiction. Of course,
the reader can violate the program: steal a peek at the end,
read the book backwards, read every other chapter, or abandon
the book half-read. But all that means is that the reader
investigates what happens if the program is altered.
A printed novel is a peculiar thing. It materializes a
limitless freedom of the imagination contained in a medium in
which the reader is not allowed to move freely or even allowed
the possibility to choose. From its pages emerge beauty,
pleasure, grief, and suspense. Human beings are born, develop,
love, and die. Houses are built up and fall apart, rivers dry
up, and machines explode. Thermometers crack from the cold,
and sand melts from the heat. But everything happens within
the same sort of fences.
Science Fiction is the literary form that most palpably
exposes literature’s technique of simulating worlds. Here
worlds are not simulated according to a pact between the
writer and the reader that says that they shall be "realistic"
or "recognizable;" on the contrary, the regulations
state that the world can appear any which way, as long as it
is logically consistent (and preferably, at once both
self-evident and surprising). That science fiction is often
considered a "low" form of literature is due,
perhaps, to its baring of this device, accompanied by rather
paltry attention to other literary devices such as
psychological complexity or stylistic creativity.4
Beyond science fiction, there are other forms of
futurist literature. The literary hypertext is like a science
fiction of narrative technique, a dizzying future of the novel
form. In hypertext, one finds a collection of devices that
foretell an aesthetic brave new world. Here we catch glimpses
of literary devices that may influence the future world of
fiction as deeply as the technology of spaceships and advanced
computers will change the future world, according to science
fiction. In this new narrative world, the novel becomes a
network through which the reader navigates by way of link
options, as easily as spaceships travel between planets in the
colonized universe of the future.
It is unlikely that this will be the case until most
reading of fiction is done by means of handheld computers
rather than by means of printed books. And that this should
occur within the near future seems no more likely than that
people will start flying around in space-cars, armed with
lasers. But hypertext is connected with science fiction in
other ways, namely, in its fascination with the problem of
reality. Some science fiction is concerned with the question
of simultaneous alternative realities in a manner similar to
that of certain hypertexts. Can a human being live several
different lives simultaneously? Can a person navigate freely
in time in order to make different choices in his life? How
many different distinct personalities can be contained in a
single individual?
Science fiction formulates, in the medium of the
traditional printed book, questions posed by hypertext through
its form. In the network of hypertext, the theme of
alternative realities is transformed into a new literary
genre. Every path through the work creates a new life, a new
combination of events, experiences and attitudes. The form of
the hyperwork creates the multiple realities described by so
much science fiction.
The literary device in science fiction is often to bring
together two incompatible worlds. The familiar is set against
the unfamiliar, life on earth against other forms of life. In
the simplest variation, this is accomplished with space travel.
Either human beings are sent off into space (The Martian
Chronicles), or creatures from outer space arrive on
Tellus (War of the Worlds). Space travel opens up
almost endless possibilities with regard to psychology and
course of events, from the curious and polite meeting between
two amicably inclined civilizations to the bitter struggle
between two incompatible forms of life. The latter variation
accommodates the most spectacular effects. This is where we
find the shoot-’em-up versions of science fiction, crawling
with evil aliens with tentacles, jellyfish monsters from outer
space, battles with ray guns, detonating spaceships and
exploding planets – in short, all the special effects
imaginable in images and words. Another form of travel
adventure is time travel, such as when someone visits the
future and sees how the human race develops, mutates, and
perhaps perishes (The Time Machine).
In other variations, a strange world is mixed with the
human world. The technique is often to let the space creatures
invade human bodies or minds in different ways (The
Invasion of the Body Snatchers). Suddenly, more and more
of the main character’s neighbors begin to behave oddly,
with minor deviations in behavior that make them resemble
robots or indoctrinated automata, while retaining their normal
appearance. In this more paranoid version of the war of the
worlds, however, the different worlds are actually kept as
distinct as in any of the travel stories. After the final
battle, fought out with weapons, germs, psychology or other
means, humanity is freed from the foreign presence. The
creatures from outer space lie dead, vaporize, or flee to the
skies. The world is united and cleansed.5
Other types of science fiction are more
philosophically radical than the elementary forms described
above. The boundaries between different kinds of "realities"
are dissolved, so that it becomes impossible to determine what
is "reality" and what is "dream". When the
border between "reality" and "illusion"
disappears, the writers make use of a narrative technique that
can be called "ontolepsis", seepage between
different levels of reality.6
Thus they make room for alternative lives to exist side by
side as simultaneously occurring simulations, joined to each
other in a network of possibilities. Here, life is a dream
from which there is no awakening; the human being is the
prisoner of his consciousness. Such stories are like
hypertextual nightmares, conveyed by the monosequential
narrative of the printed book or film.
Tales such as these resemble the novel imagined by Jorge
Luis Borges in the short story "The Garden of Forking
Paths" (1941), where a novel written by the mysterious Ts’ui
Pen is described:
In all fictions, each time a man meets diverse
alternatives, he chooses one and eliminates the others; in the
work of the virtually impossible-to-disentangle Ts’ui Pen,
the character chooses – simultaneously – all of them. He
creates, thereby, "several futures," several times,
which themselves proliferate and fork. That is the explanation
for the novel’s contradictions. Fang, let us say, has a
secret; a stranger knocks at his door; Fang decides to kill
him. Naturally, there are various possible outcomes – Fang
can kill the intruder, the intruder can kill Fang, they can
both live, they can both be killed, and so on. In Ts’ui Pen’s
novel, all the outcomes in fact occur; each is the
starting point for further bifurcations.7
Borges’ description has been thought by many (with rather
good reason) to foretell how digital hypertexts work.8 But
despite its audacity, the story described is for the most part
like a traditionally structured novel. The keeper of Ts’ui
Pen’s literary remains speaks of "chaotic manuscripts"
that are transformed into a "book", from which he
reads aloud "two versions of a single epic chapter".9
The reader reasonably imagines a thick volume in which the
chapters follow upon each other. The passageways that branch
off are a metaphor for how it feels to read the story, not a
description of how the reader actually navigates in it. Ts’ui
Pen’s novel lacks one dimension, namely, the hypertextual.
It lacks the possibility for the reader to choose his own
pathway through the work.
In a similar manner, hypertexts seem to be wrapped into
Philip K. Dick’s SF-novels. Many of his works contain
artistic patterns that almost seem to ask to be liberated from
the monosequential form of narrative. (The same is true, of
course, for SF-novels about alternate realities by other
writers. Dick will thus serve as an illustration of a complex
of problems and a series of techniques prevalent in the
genre.) One of Dick’s recurring themes is what might be
termed "double reality," that is, the discovery that
the human world is actually just a facade concealing something
else. Beneath appearances there lurks another world, another
time, another sequence of events, another truth. He himself
summarized this theme in the following way:
The message reads "Don’t believe what you see; it’s
an enthralling – & destructive, evil snare. Under it
is a totally different world, even placed differently along
the linear time axis. & your memories are faked to jibe
with the faked world (inner and outer congruency)."10
With respect to literary technique, this led him to search
for a new form for the novel. In a letter, he described this
form thus:
Every novel of mine is at least two novels superimposed.
This is the origin; this is why they are full of loose ends,
but also, it is impossible to predict the outcome, since there
is no linear plot as such. It is two novels in a sort of 3-D
novel.11
Three-dimensional narratives about false worlds: in
vertiginous novels, Dick describes how people are pitched back
and forth between alternative horizons, how life is transposed
into illusion until the two are indistinguishable. In the
words of Stanislaw Lem, Dick’s novels are "space-time
labyrinths".12 Dick often makes use of the form of the
corporate thriller (the "little guy" who is drawn
into a grand scheme he does not really understand and must
combat in order to survive), but he is also fascinated by the
metaphysical and epistemological precipice opened up by the
method. What is a human being? What is reality? What is truth?
Where can the observer find a fixed point?
In Dick’s work, the theme of the rending of the world can
take the form of the motif of doubles, often found together
with questions concerning the difficulty of distinguishing
between man and machine.13 In the short story "Impostor"
(1953), the original (human being) and copy (machine) are
found side by side without either one of them knowing which is
genuine. The machine is programmed to feel like a human being,
not merely act like one. In the novel Do Androids Dream of
Electric Sheep? (1968), on which the 1974 film Blade
Runner was based, androids also live among human beings,
and even artificial animals live among real ones. A nuclear
war has made all animals nearly extinct on Earth. A living
animal has become the ultimate status symbol and source of
gratification for human beings. People are prepared to do just
about anything to obtain one, but most must content themselves
with sophisticated robots, which they nonetheless pretend are
living animals. The difference between biological life and
mechanical simulation is almost impossible to discern.
In other novels, the rending occurs in consciousness itself,
in the same manner as in Robert Louis Stevenson’s Dr.
Jekyll and Mr. Hyde. The protagonist in Dick’s A
Scanner Darkly (1977) is narcotics detective Fred, who
masquerades as drug dealer Bob Arctor. Fred keeps the two
identities distinct with the aid of a sort of
personality-creating machine. His personality is gradually
split, and he becomes schizophrenic: Fred and Bob are two
different persons who just happen to inhabit the same body.
Another variation on the theme of a double life is found in Ubik
(1969), where medical science has developed a way of keeping
seriously ill patients frozen until a cure is found. The
psyches of these semi-living human beings are united in a
dream world in which they live seemingly normal lives,
although these lives are entirely different from the ones they
actually lived. At the same time, they can be momentarily
awakened in order to talk with the living, which can also
effect, to some extent, the dream world of the half-lifers.
The two levels gradually merge, until the end of the novel,
when the reader cannot be certain what is a "dream"
and what is "reality."
A further variation on the theme of rending is found in The
Man in the High Castle (1962), where Dick experiments with
the question of how the world would have looked if Germany and
Japan had won the second world war. The result, according to
the novel, was that the US was divided between the two
conquering nations, and that American culture survived mostly
as collector’s items for wealthy Japanese. A story, written
by Hawthorne Abendsen, plays an important role in the novel.
It is called The Grasshopper Lies Heavy, and describes
what would have happened if the Allied had won the war. In
Abendsen’s vision, however, the world does not appear
exactly as it does in our history books (the name of the
president of the United States during the war, for example, is
Rexford Tugwell, not Franklin D. Roosevelt). It is just one
possibility among many.
Dick’s extensive production is replete with similar
examples. His world is dualistic, schizoid, and often
paranoid, a hall of mirrors in which all that is left in the
end is an infinite series of juxtaposed mirror images. Such
visions are not uncommon in science fiction, but in Dick’s
case they have an unusually complex psychological background,
consisting primarily of his lifelong bereavement after the
death of his twin sister, an addiction to amphetamines and
other drugs that lasted several decades, fantasies that he was
being pursued by the FBI and the CIA, religious brooding and
Gnostic ideas, and perhaps a mild form of epilepsy.14 For Dick,
the depiction of multiple realities was apparently not merely
a literary device, but rather an expression of how he
experienced the world. And although he was a skilled and
successful SF-writer, he never really felt at home in the
genre. On the contrary, he had a rather condescending attitude
towards it. His appraisal of SF enthusiasts is typical:
"The early fans were just trolls and wackos. They were
terribly ignorant and weird people."15
Dick’s portrayal of multiple realities opens up for an
almost infinite array of interpretations (biographical,
religious, psychoanalytic, philosophical, medical,
meta-literary, etc.), which has made him something of a
postmodern entertainer, an illusionist who plays with the
future, putting the notions of humanity and reality at stake.
His works are at times rambling and filled with
inconsistencies, written hurriedly as they were for an
impatient market, but this hardly makes him less interesting
for interpreters. The uncertainty increases the ambiguity, and
the ambiguity increases the interpretations. The diffuse
features of Dick’s novels create new markets for them. They
become raw materials for the industry of literary
interpretation.
The idea of alternative realities as large-scale nightmare
is developed in The Three Stigmata of Palmer Eldritch
(1965), which in the pages that follow will serve to
illustrate Dick’s artistic technique.16 The novel takes place
around the year 2016, in a future when several planets have
been colonized and the earth is threatened with death by
overheating: the temperature in New York City is 80° C,
people have to wear cooling devices when they go out, and
Alaska and Antarctica have been settled and built up. The
colonized planets are so inhospitable that inhabitants have to
be drafted (by a lottery system reminiscent of the one used to
send soldiers to Vietnam); once there, people keep up their
spirits with the aid of sex and drugs. The most popular drug
is one called Can-D, a hallucinogenic drug that makes its
users believe that they find themselves in a cozy American
suburban existence on the West Coast. When people chew on this
drug, they are "translated" for a couple of hours to
other characters: men become Walt and women become Perky Pat.
Once inside this fantasy world, one can do whatever one likes:
no one is held legally accountable for his or her actions. To
complicate matters even more, whoever takes the drug arrives
in the same world. Men’s psyches are mixed with other men’s,
and women’s psyches with other women’s. All of Walt’s
and Pat’s deeds must be decided by majority vote.
One of the main characters, Barney Mayerson, has an
important job at a company that manufactures the layouts used
as scenery for Perky Pat’s world. They resemble Barbie-doll
toys, and they are a multi-million dollar industry; in
actuality, however, they are a cover for the far more
profitable sales of Can-D. Mayerson is a "precog,"
which means that he has the capacity to see into the future.
He can thus determine which business decisions are best, or at
least most rational.
The plot of the novel is that a competing company wants to
introduce a new drug, Chew-Z. It is much more potent than
Can-D. Chew-Z allows you to spend as much time as you wish in
your fantasy world. And that world can be just about anything:
the user can move freely between different worlds and spend as
much time as he or she likes in each. When the user awakens,
however, no real time at all has passed. The drug is marketed
with the arrogant slogan, "GOD PROMISES ETERNAL LIFE. WE
CAN DELIVER IT." (p. 150)
Behind Chew-Z is the tough-minded businessman Palmer
Eldritch, who has recently returned to Earth from another
solar system. He wants to drive Can-D out of business and take
over the infrastructure of the drug trade: its channels of
distribution, advertizing and dealing. Eldritch traps both
Barney Mayerson and his boss, Leo Bulero, by tricking them
into taking Chew-Z. They both experience astounding
metamorphoses, and are tossed from world to world. But
afterwards, they understand that each and every one of these
worlds is controlled by Palmer Eldritch. He can produce
whatever transformations he sees fit, both within the worlds
and between them. Eventually, Eldritch’s image flashes
before other people, not only those who are "drugged,"
but even those who are "awake." Even more
frightening is the partial replacement of Eldritch’s body
with machine parts. After a series of accidents, he has been
equipped with a shiny mechanical arm, gleaming steel teeth and
mechanical eyes. Seemingly irrevocably trapped in the universe
of this cyborg, Mayerson and Bulero do not know what the
reader learns at the end of the novel, namely, that "recovery
from the drug is excessively retarded and gradual; it’s a
series of levels, each progressively less an induced illusion
and more compounded of authentic reality" (p. 196). They
believe themselves to be eternal prisoners of Palmer Eldritch,
and their psyches are slowly crushed under the weight of this
misconception. The depiction of their psychological
disintegration has such an intense mood of creeping
uncertainty that it is not at all surprising that Dick claims
to have been reading Kafka at the time he was writing the
novel.17 Like Kafka’s heroes, Mayerson and Bulero live in a
world in which the rules are incomprehensible and constantly
changing.
The entire story can easily be read as an anti-capitalist
satire of the dangers of consumer society (where the drugs
stand for coca-colonization, and Palmer Eldritch for an
oppressive consciousness industry).18 But the story is at the
same time garnished with metaphysical discussions in which the
drug is likened to transubstantiation or the corporeal death
that makes possible a spiritual awakening to a new and better
world. It turns out, however, that Chew-Z is more destructive
for humanity than Can-D. While the old drug brought people
together, the new one leads to their being closed up in their
own universe. The situation is made more complicated still;
Palmer Eldritch has actually been captured by an
extraterrestrial who is using Chew-Z-fantasies to propagate
itself throughout our solar system, something like a
protoplasm or a computer virus. The battle between the drugs
is thus not about two corporations, but about the future of
the human soul.19
The last chapters of the novel weave together elements of
the thriller with metaphysical discussion. Will Palmer
Eldritch avoid being killed (his murder would seem to be
predestined, to judge from Mayerson and Bulero’s visions)?
What kind of creature is he? Will he achieve world domination?
The thriller plot is developed so that Eldritch decides at the
last minute to meet his own death. Dick later described Palmer
Eldritch as a symbol for pure evil.20 And his function in the
narrative is to mislead, threaten and destroy. In contrast to
Palmer Eldritch’s mechanical attributes, Dick places a
passage which stands as a motto for the novel, an excerpt from
a memorandum dictated by Leo Bulero, immediately after the
last scene in the story:
I mean, after all; you have to consider we’re only made
out of dust. That’s admittedly not much to go on and we
shouldn’t forget that. But even considering, I mean it’s a
sort of bad beginning, we’re not doing too bad. So I
personally have faith that even in this lousy situation we’re
faced with we can make it. You get me?
Dust against metal, human being against automaton – the
opposition would appear to be absolute. But at the same time
as Eldritch becomes a threat, paradoxically enough, he also
becomes a representative for humanity. His three stigmata can
also be seen as signs of human shortcomings. The arm, eyes and
teeth are associated at the end of the novel with "the
evil, negative trinity of alienation, blurred reality, and
despair," (p. 229) which Eldritch perhaps took with him
from space, but which also characterize human life. These
human failings are, for Barney Mayerson, "absolute
reality. The essence beyond the mere appearance" (p.
219). They seem to be comparable to original sin.
At the same time, the deficiencies resemble an ethics for
art. The failings personified by Eldritch are the starting
point and subject matter of art. And the universe of fictions
Eldritch unpacks before the eyes of the spectator functions
just like the world of fictions the writer unfolds on the
pages of a book. The reader feels free to wander about in
these literary simulations of imagined worlds. But in reality
– the one outside the simulation – he or she is trapped in
the scenes the writer has presented, trapped within the
confines of the already given.
The aesthetic device in this novel (and that which conceals
that it is a narrative about how narratives operate) is that
the main characters are consistently being faced with choices,
which seems to mean that they can form and reform their lives,
that is, that they can escape the enclosure. With a radical
narrative device, Dick makes this possibility extend not only
over the future within the story, but also over the past. With
the help of Chew-Z, people can be transported back in time and
revise their life choices, rewrite the tale of regret in which
they live. With the aid of the drug, life appears to be a
series of possibilities unfettered by time.
The entire world offered by Palmer Eldritch seems to be
imbued with something similar to what the textual theorist
Espen Aarseth has called "ergodicity," the reader’s
opportunity and duty to make non-trivial choices between
different possibilities when he is navigating his way through
the text. This ergodicity characterizes how the reader orients
himself in forms of fiction such as literary hyperworks and
computer games, narrated worlds in which the user must
constantly choose (this and, therewith, not that).
Clicking on the door of a certain screen image in a computer
game opens another path than clicking on the letter or the
well; clicking on the word "guilt" on a certain
screen image in a hypernovel opens another path for the reader
than clicking on "yes" or "night." The
user chooses a path and moves on, but he is always conscious
that there are other and unchosen paths, other possibilities
in life.21
This is how ergodicity functions as a principle of
narrative technique. Illustrating this principle was, of
course, not Dick’s purpose, nor do his novels include any
possibility of ergodic choice, since the reader is never
invited to choose paths through the work. But they do give
shape to the feeling of living in a world permeated by one of
the principles of ergodicity: the duty to choose (this and not
that), the possibility to go back and revise a decision, and
the feeling of living in a system of parallel realities.
Read in such a double exposure (in the parallel reality of
the act of interpretation, one could say), the tale of Palmer
Eldritch demonstrates the double game actually entailed by
ergodicity. On the one hand, it seems to offer extraordinary
freedom for the individual – a freedom that is both immense
and frightening. On the other hand, the scope of this freedom
is determined by its creator, and thus strictly delimited by
rules and frameworks over which the individual exerts no
control.
Palmer Eldritch evokes a promise of freedom that he
constantly kills. The living is mixed with the dead, the human
with the mechanical, given conditions with simulation. All are
oppositions illustrating how art works.
Beyond the struggle between Eldritch/extraterrestrial and
human beings, this is a novel about choice and regret. Leo
Bulero (the successful businessman) learns that he has no
choice. And Barney Mayerson (who fails at just about
everything) makes the same discovery. He is accompanied for a
while by a religious woman, Anne Hawthorne, who also becomes
disillusioned. She moves to Mars to Christianize the planet,
but soon loses her faith and is drawn into the colonizers’
life of sex and drugs.
Mayerson’s anxiety over his choices gives the novel its
narrative energy. He is constantly faced with choices, which
form nodes in the net of possibilities that constitutes the
future. And not even his precognitive capacity is enough to
make him choose correctly. Part of the narrative device in the
novel is the limited purview of the faculty of precognition.
Precogs see the future as a system of probabilities in which
any scenario may be more or less likely, but no outcome is
certain. "Everything of course was blurred, and
alternates presented themselves in a chaos of profusion"
(p. 57). The chaos in Mayerson’s soul is such that he often
makes bad choices. The basic tone of the novel is set in his
remorse over his divorce from Emily. He broke up from the
relationship for reasons of status, but has come to recognize
that he actually cannot be happy without her. The story
develops into a kind of ergodic nightmare in which Mayerson
tries to correct his first choice, but without success.
The novel begins with one of Mayerson’s attempts to use
his precognitive faculty constructively. He wakes up next to a
woman, Roni Fugate, with whom he has gone to bed after only a
daylong acquaintance. Why? Mayerson’s portable computerized
psychoanalyst, Dr. Smile, explains to him: "Well, you’re
both precogs. You previewed that you’d eventually hit it off,
become erotically involved. So you both decided – after a
few drinks – that why should you wait?" (p. 5) Later in
the novel, however, Mayerson has little use for his capacity
to see into the future. He chooses not to save Leo Bulero from
Eldritch’s violence, because he predicts that neither one of
them will come back alive. Mayerson survives by staying put.
But the course of events demonstrates that Mayerson can
misinterpret the future. Just as Mayerson’s egotism
prevailed over his empathy in his marriage with Emily, to his
own disadvantage, so it turns out that Bulero survives, and
fires Mayerson for his passivity. When Mayerson follows what
he takes to be the right path, it inevitably leads him amiss.
Later in the novel, Mayerson makes a third catastrophic
choice when, in a vote in the colony on Mars, he chooses
Chew-Z over the much less dangerous Can-D. He thus opens the
door to Palmer Eldritch’s hallucinatory hell.
Chew-Z gives the user the possibility to change the flow of
time, and to choose which existence they want (which is why
they are called choosers). Mayerson chooses to accept
his conscription to Mars (which he could easily have avoided)
in order to get a hold of Chew-Z. With the help of the drug,
he is re-united with Emily. But what follows is an
increasingly despairing insight into the mechanisms of human
life. Thus the narrative displays again and again its own
operation – the main characters believe themselves to be
free, but they actually have no opportunities to choose.
When Mayerson has taken the drug, he chooses to be
transported back in time to the beginning of his marriage with
Emily in order to save it. He recalls these years as a time
when life was simple, years "When I had my career, knew
what I wanted from the future, knew even in my heart what I
was willing to abandon, turn again[st], sacrifice – and what
for" (p. 113). But most of all, the trip makes him
remember how he yearned to get out of the marriage.
Transported back in time, he sees Emily’s artistic activity
as bizarre (although she was in reality extremely successful),
and dreams, himself, of a brilliant career (the position that
he actually later got).
If he could snare the position of New York Pre-Fash
consultant – my life would mean something, he realized. I’d
be happy because I’d be doing a job that made full use of my
ability. What the hell else would I need? Nothing else; that’s
all I ask. (p. 169)
The whole scene is, of course, an ironic commentary on the
thought of changing the past.
Later in the novel, Mayerson returns to his own time, still
in a Chew-Z intoxication. He declares his love to Emily, and
proposes to her again so that she will leave her new husband,
Richard Hnatt. When she says no, Mayerson realizes that he is
facing the consequences of his own choices:
He thought, I cut her down, once, cut her off, lopped her,
with thorough knowledge of what I was doing, and this is the
result; I am seeing the bread as they say which was cast on
the water drifting back to choke me, water-soaked bread that
will lodge in my throat, never to be swallowed or disgorged,
either one. It’s precisely what I deserve, he said to
himself; I made this situation. (p. 172)
Mayerson is prepared to give up, but events have an ironic
surprise in store for him. Richard Hnatt is transformed into
Palmer Eldritch, who starts to give Mayerson advice about how
to win back Emily. But the world will not be changed so easily.
When Mayerson takes Chew-Z again, he winds up in the future (rather
than the past that he was aiming for). There, the odds are
stacked against him. For various complicated reasons (due in
part to Mayerson’s own actions), he cannot be reunited with
Emily. To make matters worse, she has undergone a failed
modern brain therapy, which has made her slightly mentally
retarded.
For tactical reasons, Palmer Eldritch pretends that the
future and the past are impossible to alter (he wants to
persuade Barney Mayerson to die in his place). But a scene
that does more justice to the novel is one towards the end
where Mayerson tries to describe a being with which he made
acquaintance, and the conditions under which it lives. This
creature is almost as unfree as human beings: "Should I
tell you how it tried to help me, in its own way? And yet –
how fettered it was, too, by the forces of fate, which seem to
transcend all that live, including it as much as ourselves."
(pp. 213–14)
This idea of the imprisonment in matter of a higher power
is an expression of Dick’s Gnostic worldview (which would
become all the more explicit in religious visions in the
1970s), but it is also obviously the novel’s way of avoiding
the possibility for human beings to construct their dreamed
realities entirely freely. The eternal life promised by Chew-Z
is not necessarily a happy one. Thus the search for new
fantasy worlds has no end. The people who populate Palmer
Eldritch’s visions are hounded, forced to choose, but
without the possibility of choosing correctly. The recurrence
of various kinds of traps in the novel is no accident. They
symbolize the worldview of the novel. Barney Mayerson puts his
bet on the trap in a wager on whether it or the animal will
win: "I’ve got a great respect for traps, he reflected.
In other words a situation in which none of the doors lead out.
No matter how they happen to be marked." (p. 160) And in
the end, he too is caught in the trap. In the last scene with
Mayerson, he comes to realize that "There was such a
thing as salvation. But – Not for everyone." (p. 225)
With that insight, he is left alone and helpless on Mars –
abandoned by God, Emily and Anne Hawthorne.
In short, he is like an ordinary character in any novel –
abandoned by his author. Or, like an ordinary reader – a
prisoner of the author’s imagined world.
According to the customary pact between author and reader,
"reality" and "fiction" are to be kept
apart in the narrated world. When Dick makes use of the device
of ontolepsis (seepage between different levels of reality),
he breaks the contract. Suddenly, several alternative
realities are placed beside one another, evidently on the same
level of narration. Thus Dick’s novels illustrate narrative
forms more contemporary than his own.
The tale of Palmer Eldritch, this novel of illusions and
choices, is an intricate system of intermingled narratives.
The main characters and the reader are tossed between
different stories, different realities. To be transported from
one reality to another is similar to following a link from one
field of meaning to another in a hypertext. Dick excels at
different kinds of descriptions of how such translations can
operate.
At times, they occur very slowly, such as when Leo Bulero
meanders about in one of Eldritch’s hallucinations and,
after several hours, returns to the future. At times, they are
abrupt, such as the scenes in which people take drugs (between
two sentences, the scene changes from their room to a fantasy
world), or the scene where Barney Mayerson (transformed into
Palmer Eldritch) appears to face certain death:
Beyond his ship Leo Bulero’s UN-model trim fighter
maneuvered for the placing of a second, final bolt. He could
see, on the pilot’s view-screen, the flash of its exhausts.
It was very close indeed.
Lying there he waited to die.
And then Leo Bulero walked across the central room of his
compartment toward him. (p. 208)
What has happened is that Bulero has arrived on Mars and
awakened Mayerson from his drugged trance – thus the rapid
transition between two levels. At other times, the transition
can be more brutal, such as when Palmer Eldritch jostles
Barney Mayerson out of his life with Emily and into something
that is a repetition of the opening scene of the novel, where
Mayerson wakes up next to Roni Fugate:
"What the hell," Barney said, "is Chew-Z?"
The artificial hand lifted; with enormous force Palmer
Eldritch shoved him and he toppled.
"Hey," Barney said weakly, trying to fight back,
to nullify the pressure of the man’s immense strength.
"What –"
And then he was flat on his back. His head rang, ached;
with difficulty he managed to open his eyes and focus on the
room around him. He was waking up; he had on, he discovered,
his pajamas, but they were unfamiliar: he had never seen them
before. Was he in someone else’s conapt, wearing their
clothes? Some other man …
In panic he examined the bed, the covers. Beside him –
He saw an unfamiliar girl who slept on, breathing lightly
through her mouth, her hair a tumble of cottonlike white,
shoulders bare and smooth. (p. 170)
On a few occasions, the transition between two worlds is
portrayed as a continuous change, so that one world emerges
out of another. In one scene, Palmer Eldritch has transported
Leo Bulero to an office, where Bulero is subjected to a series
of horrid visions that make him want to run away:
Leo said, "Hey, Palmer." His voice was
uncontrolled, babylike with fear. "Hey, you know what? I
give up; I really do."
The carpet of the office beneath his feet rotted, became
mushy, and then sprouted, grew, alive, into green fibers; he
saw that it was becoming grass. And then the walls and the
ceiling caved in, collapsed into fine dust; the particles
rained noiselessly down like ashes. And the blue, cool sky
appeared, untouched, above. (pp. 96–7)
The scene is like being hyperlinked in nightmarish slow
motion. In this way, the novel makes an inventory of different
kinds of experiences of being transported between different
levels of reality. And here lies its real aesthetic challenge
to novels that do not depict the future. The reason why Philip
K. Dick’s images of the future are so dizzying is not so
much that they are filled with the relevant props (such as
flying cars, space travel and colonies on Mars), but because
that future entails that human beings’ perception of reality
is linked to pieces into a network of parallel realities.
But even if Dick loved to depict those moments when one
reality glides into another (more or less as in an ergodic
hypertext), he had a firm faith in the traditional printed
book as a medium, and in monosequentiality as a form. The
printed book becomes a reassuring presence in a world of new
technologies. In Dick’s novels, people ride around in
spaceships and travel in fully automatic, flying and talking
taxis. They have mechanical house pets, talking refrigerators
and machines that can control their states of mind. They
communicate with video-telephones, read homeopapers (newspapers
that are delivered as printouts at home), and have portable
personal assistants that resemble talking computers. In The
Three Stigmata of Palmer Eldritch, they also test a new
invention, a Great Books Animator, which seems to be a
competitor to the printed book. It is a machine in which one
places a famous book and then sets a series of controls (long
or short; funny, same-as-book, or sad) and a style-indicator,
depending upon which classic Great Artist is to render the
book (Dalí, Bacon, Picasso, etc.): "the medium-priced
Great Books animator is set up to render in cartoon form the
styles of a dozen system-famous artists; you specify which
ones you want when you originally buy the thing" (p.
138). But in Dick’s novels, the old media still exist side
by side with such inventions. The mailman still delivers the
mail, people listen to music on LP-records or ferric oxide
tapes, and they read printed books, on earth, on space voyages
and on other planets. Often books are perceived as so
dangerous (due to their potential for social criticism) that
the authorities try to ban them.
Reading Philip K. Dick is as disconcerting as reading a
digital hypernovel for the first time, having previously only
read printed novels. The rapid links between narrative worlds
lend a new dimension to the narrative, an experience of a new
way of navigating oneself through the world. The story of
Palmer Eldritch was published the same year as Ted Nelson
launched the term "hypertext."22 But the
multi-sequential ergodic hypertext that this novel (and Dick’s
other narratives) would appear to be in search for does not
seem to be conceivable in his narrative world. This is ironic,
not only given the structure of the novel, but also because
Barney Mayerson’s fate instantiates the dilemma of
ergodicity – the risk of choosing incorrectly.
Dick’s literary technique is strangely divided in another
sense. In plot and theme, his narratives are often extremely
complicated, with sudden and unexpected turns and bold strides
between different levels of consciousness. Yet his language is
almost frustratingly clear and conventional, with the
exception, of course, of the genre’s requisite neologisms
(new words for new technological inventions). The narratives
surprise in what they say, rather than in how they say it.
They lack unexpected metaphors and other sorts of stylistic
audacity. Their linguistic world is safe, without unexpected
associations between words and spheres of meaning. Dick
refuses to let his thoughts flash linguistically by connecting
opposite poles.23
One could say that the form of Dick’s novels is
schizophrenic. It is as if the thematic and the stylistic, the
one wild and the other tame, had no intercourse. And it is as
if the novels seek a new dimension of narrative technique, a
new way for the reader to navigate his way through the story.
The reason is, of course, that Dick followed the stylistic
conventions governing science fiction that, like his, was
written for the mass market. Such novels must be clear, easy
to read, and easy to consume. But what astounding novels Dick
could have written if he had allowed the thematic and the
stylistic to meet, and if he had found his new dimension of
narrative technique!
Thus, these counterfactual
narratives evoke the desire to see their form counterfactually.
They tempt the reader to transform them into something else,
to unpack them from the form in which they have been stored.
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About the Author
Johan Svedjedal is Professor of Comparative Literature and
holds a chair at Uppsala University, where he is also head of
the Section for the Sociology of
Literature and leader of the research project "IT,
Narrative Fiction, and the Literary System," funded by
the Johnson Foundation. His books include The Literary
Web: Literature and Publishing in the Age of Digital
Production. A Study in the Sociology of Literature (2000).
E-mail: Johan.Svedjedal@littvet.uu.se
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Notes
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Senast uppdaterad: 2002-10-28
Helena Francke |
University
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