ITH - Centrum för studier av IT ur ett
humanvetenskapligt perspektiv
vid Högskolan i Borås
2-3/2001
Even Better than the Real Thing
- Counterfeit
realities and twentieth century dystopian fiction1
by Svante Lovén
In recent years, the theme of artificial and/or mediated
reality has been recurrent in popular cinema (The Matrix,
The Truman Show, The Cell, etc.). This trend
reflects a growing awareness of how information technologies
obfuscate traditional boundaries of what is real and what is
not. The article draws a cultural background to these films,
and, by extension, to our so-called age of information by
examining a number of older fictional works in which
technologies of representation and simulation are explored in
more or less dystopian terms. In a trajectory including
otherwise unrelated works, such as J. K. Huysmans’
Against Nature and William Gibson’s Neuromancer,
we find a number of familiar themes and images presented with
a striking degree of continuity: the neglect of the body, the
deterioration of social and familial bonds, the loss of
history and literary culture, the retreat from reality into a
world of engineered hallucinations.
Contents
1. The terror of direct experience
2. The world behind the screen
3. Recorded reality
4. The universes of simulation
About the Author
At the end of the millennium, a number of science fiction
films were released which were all about artificial realities
made possible by advanced technology. The Truman Show
(1998), The Matrix, eXistenZ, The Thirteenth
Floor (1999) and The Cell (2000) all presented
fantastic and unsettling scenarios, in which the protagonists
are the witting or unwitting participants of simulated worlds,
complete with nature, people, buildings and food. In The
Truman Show, a young man gradually comes to realise that
his entire existence is fake: his family and friends are
actors, his hometown is a giant television studio. The
Matrix presents the world as a gigantic computer
animation, fed directly into the brains of a humanity
cultivated as a source of energy for a race of machine beings.
Both eXistenZ and The Thirteenth Floor place
simulated worlds inside each other like Chinese boxes, while The
Cell explores the idea of manifesting the symbolic
material of the human unconscious as a phenomenally complete
physical environment.
If Hollywood’s apparent interest in producing films of
this kind in any way can be seen as indicative of a Zeitgeist,
one might suspect that at the end of the millennium, "reality"
(always a problem for philosophers), is now taken anything but
naïvely by large portions of the public. The psychological,
philosophical and, notably, political consequences of the
media and information technologies have been debated at least
since the 1960’s. Recently, however, in the era of virtual
reality, computer animations, on-line games and real life
television, the fact that reality is increasingly conflated
with, and obscured by, technologically mediated "hyperrealities"
has apparently come to loom large on a broader cultural
horizon. This development is strikingly illustrated by the use
of a copy of Jean Baudrillard’s classic of postmodern theory,
Simulacra and Simulations, as a prop in a film
otherwise filled with Kung Fu action and stunning special
effects (The Matrix). Of course, these films are
themselves, as it were, part of the problem, since they depend
on cutting-edge visual effects in order to convey the power of
the illusion as convincingly as possible. Nevertheless, they
do address the philosophical, moral and political problems
raised by technologised man’s ever increasing ability to
supplement unmediated, "natural" sensory
environments with those of his own making.
The apparent postmodern contemporaneity of these films
becomes less conspicuous, however, in the perspective of
literary history, where the issue of artificial realities and
mediated sensory experience has been addressed in dystopian
fiction and science fiction long before the rise of network
television and computer simulations. In this article, I will
attempt to draw a cultural background to the films cited above,
and, by extension, to our present so-called age of
information. The study examines a number of fictional works in
which the technologies of representation and simulation are
explored in more or less fantastic terms. The investigation
will juxtapose works not usually related in literary
historiography, such as J. K. Huysmans’ Against Nature,
Aldous Huxley’s seminal dystopia Brave New World, and
obscure science fiction stories, in an attempt to show how the
potentials and, above all, the hazards involved in
technologies of representation and simulation have been
negotiated in a pre-computer era. In this corpus, humanist,
liberal and puritan stances are articulated in a number of
familiar images and "memes": the neglect of the body,
the deterioration of social and familial bonds, the loss of
history and literary culture, media addiction – ultimately,
the more or less permanent retreat from reality into a world
of engineered hallucinations.
While not connecting the recent films mentioned previously
directly to this tradition, I will follow the trajectory into
the digital age and William Gibson’s quintessential
cyberpunk novel Neuromancer (1984), which provided the
burgeoning information revolution with a defining myth, and
rendered previously rather esoteric notions from the fields of
cybernetics and artificial intelligence in the language and
narrative strategies of popular culture.2 Gibson and cyberpunk
are usually regarded as specifically postmodern phenomena, but
this mapping of a largely unexplored dystopian terrain shows
how Neuromancer continues the humanist tradition in
certain important respects, and thus constitutes a less
radical break than is often assumed.
Ever since the palaeolithic cave paintings, the boundaries
between reality and representation have been explored and
challenged through different techniques in the visual arts, in
theatrical design and mass market entertainment. Until the
early twentieth century, the issue was discussed mainly
in the fields of aesthetics and philosophy, and seldom, if
ever, deemed socially or politically relevant. Until
Romanticism and the emerging aesthetics of originality, the
ability to render a perfectly lifelike illusion was rather a
cause for admiration, especially during the Renaissance, when
the faithful representation of physical reality became a chief
artistic concern. In the Decameron, Boccaccio praises
the painter Giotto for creating images which were "rather
as the thing itself",3 while the Platonist Marsilio Ficino
celebrates past masters of the trompe l’oeuil: "Zeuxis
painted grapes in such manner that the birds flew to them.
Apelles painted a steed and a she-dog in such manners that in
passing by horses would neigh and dogs bark."4
In Renaissance theatre, the discovery and gradual
refinement of central perspective and the development of
advanced special effects led to increasingly convincing
illusions.5 Baldassare Castiglione was impressed by a stage
production in which the "streets looked as if they were
real",6 and the architect Vasari enthusiastically
witnessed a comedy with buildings "all made to make them
appear to be what they represent".7 The technical
innovations of the Italian stage were adopted and improved on
in the courtly entertainments called masques, which were
popular at European courts, particularly in England. Today the
form is perhaps most familiar from Shakespeare’s The
Tempest, as the allegorical play-within-the-play which
Prospero has his spirits perform in act IV. The masque reached
its peak in the English Jacobean and Carolinian courts, in the
pieces resulting from the collaboration between Ben Jonson and
the architect Inigo Jones. It combined music, dance and drama
in allegorical scenes based on mythological events, and Jones
brought stage mechanics to new heights in order to acquire
maximum illusory effects.
Theatrical historian Stephen Orgel makes the interesting
observation that the masque intended to show the human power
over the universe, by creating "an alternative heaven"
where the king, in his role as divine creature, asserted
"his control over his environment and the divinity of his
rule through the power of the art at his command."8 Within
the fiction of the masque, the power of the King/God was
magical, but what the masque really manifested through its
elaborate machineries, Orgel asserts, was the power of science
and technology over nature. The court audience saw the masque
"with its scenic illusions and spectacular machines [...]
as models of the universe, as science, as assertions of power,
as demonstrations of the essential divinity of the human
mind."9 Orgel sees the same
ideology expressed in Ficino’s previously cited essay, in
which the author hails the almost divine powers bestowed upon
man by technology:
[S]ince man has observed the order of the heavens, when
they move, whither they proceed and with what measures, and
what they produce, who could deny that man possesses as it
were almost the same genius as the Author of the heavens? And
who could deny that man could somehow also make the heavens,
could he only obtain the instruments and the heavenly
material, since even now he makes them, though of a different
material, but still with a very similar order?10
Provided with the right tools and know-how, man "could
also make the heavens" – as we shall see, in his
remarkable faith in technology to propel man to a position of
semi-divine creator, Ficino anticipates several descriptions
of cyberspace, e.g. Michael Benedikt’s view of a "new
universe, a parallel universe created and sustained by the
world’s computers and communication lines".11 Furthermore,
the masques illustrate the important fact that the notion of
artificial realities need not be reserved for those constructs
which aim at slavish representation or simulation of actual
reality, the world as we perceive it. They presented
mythological and magical events aimed at the perfect illusion
of non-existent phenomena, simulacra rather than
representations. The masques are thus strikingly analogous to
present-day visions of the potential of cyberspace, in which
the freedom to render manifest all manner of phantasmagorical
forms is frequently foregrounded.12 Cyberspace discourse hence
appears to be distinctly Renaissance in spirit, situating the
cybernaut in the role of the supreme maker, like Prospero
conjuring up a second nature through his magic, science, or
art.13
The masque has been deemed instrumental in a phase of
decline of the English theatre, when poetic and dramatic
content, central to Elizabethan playwrights, became
increasingly obscured by visual effects.14 Jonson himself
attacked the "omnipotent design" of his former
partner Jones, in a famous diatribe in which the masque is
seen as symptomatic of an age of spiritual hollowness and
greed: "Painting and carpentry are the soul of masque. /
Pack with your pedling poetry to the stage, / This is the
money-got, mechanic age."15
Jones’ diatribe is not only the expression of wounded
professional pride, but also reflects the view, common in
Protestant Europe, that the spectacular illusion so celebrated
by the Italians is a sign of decadence and degeneration. This
view goes back to Aristotle’s low appraisal of "the
spectacle" in The Poetics, and has since been
reinforced by puritan attitudes, as well as by the influential
view that the illusion appeals first and foremost to children
and to the aesthetically unsophisticated mind.16 It is not
difficult to discern this tangled heritage in high- to
middlebrow attitudes towards the special effects of
contemporary Hollywood film, and other "spectacular"
forms of entertainment. As we shall see, it also informs the
dystopian tradition to which we now turn.
[To the top]
1. The terror of direct experience
The first work to take up the issue of the counterfeit
reality at any length is J. K. Huysmans’ Against Nature (À
Rebours, 1884), regarded as the central literary document
of the so-called decadent movement, which thrived during a
period in European history when the concept of degeneration
and the imminent demise of Western civilisation were topical
in the intellectual debate and public consciousness.17 In
the decadent ethos, apocalyptic sensibility merges with
aestheticist and hedonist attitudes, summarised in
catchphrases such as fin de siècle – fin du globe
and àpres nous le déluge. The decadents, drawing on
Baudelaire, Poe and de Quincey, celebrated the "artificial
paradises" provided by art, poetry, sexuality and/or
drugs to escape the drabness of contemporary bourgeois
existence. But whereas the typical decadent stance is one of
scepticism towards all manifestations of modernity, Huysmans’
hero, the hypersensitive degenerate nobleman des Esseintes,
escapes the outside world through state of the art technology,
arguably a series of mechanical virtual realities, the pursuit
of which eventually leads to his physical and mental breakdown.
des Esseintes barricades himself in his Paris house, where
he becomes increasingly obsessed with creating various kinds
of artificial sensations. His main interest is odours, but he
also invests a fortune in minutely reproduced spatial
environments, the most ambitious being an artificial marine
simulator, complete with "marvellous mechanical fish,
driven by clockwork, [which] swam past the porthole windows
and became entangled in imitation seaweed".18 The gadget
described is reminiscent of the panorama, and other simulation
devices which were developed for purposes of education and
entertainment during the 19th century.19 While
probably inspired by panorama techniques, it also prefigures
the mareorama, a panoramic device introduced by the brothers
Lumière at the 1900 World Fair, where the spectator entered a
cabin and was subject to a sea-journey, complete with rolling
movements and waves projected on screens behind the portholes.20
Like the mareorama, des Esseintes’ contraption allows the
user to savour the pleasures of travel in ideal form, without
bodily inconveniences to mar the actual experience:
In this manner, without ever leaving his home, he was able
to enjoy the rapidly succeeding, indeed almost simultaneous,
sensations of a long voyage; the pleasure of travel –
existing as it largely does only in recollection and almost
never in the present, at the actual moment when it is taking
place – this pleasure he could savour fully, at his ease,
without fatigue or worry. [---] Besides, he considered travel
to be pointless, believing that the imagination could easily
compensate for the vulgar reality of actual experience. In his
view, it was possible to fulfil those desires reputed to be
the most difficult to satisfy in normal life, by means of a
trifling subterfuge, an approximate simulation of the object
of those very desires.21
He further fantasises how an artificial environment could
be evoked through a proper combination of synthetic fragrances
produced on an industrial scale and spread from open stoves
all over Paris. The result would be that workers could receive
the invigorating effects of country air without the
expenditure of travel, while at the same time being spared
"the deadly boredom" of the countryside. With the
aid of a "fairly fertile imagination", old lechers
can be provided with an olfactory "Platonic substitute"
of brothels and prostitutes without suffering the consequences.
And, not to forget, "harsh nature has no part in this
extraordinary phenomenon"; it is made possible by "industry
alone".22 Technology makes possible the idealist cleansing
of nature which, prior to an industrial age, only art could
provide. The whole line of argument brings to mind Ficino’s
previously cited celebration of man as Deus Creatrix,
who "imitates all the works of divine nature, and
perfects, corrects and improves the work of lower nature."23
The purpose of any technology is always control, and, in a
psychological perspective, des Esseintes' obsession with
sensory manipulation seems to be symptomatic of a compulsive
need for control. This is carried into the social sphere, as
des Esseintes’ experiments include the attempt to transform
a young boy into a murderer through conditioning. He
introduces the boy, a street urchin, to a life of luxury and
promiscuity in a brothel. Once the subject has gotten used to
his new existence des Esseintes hurls him back into the street,
in the expectation that the bereavement will ignite the
homicidal impulse. The endeavour manifests the lack of
morality which results from a life devoted to artifice, and
anticipates a much later fictional study of non-natural human
states, William Burroughs’ The Naked Lunch (1959). In
Burroughs’ novel, which reflects the advent of the
cybernetic paradigm and the conflation of biology and
technology, the demoniacal Dr Benway engages in idle
speculation on how to make a heterosexual man homosexual by
drugs, hypnosis, and by "depriving him of cunt and
subjecting him to homosex stimulation".24
des Esseintes’ experiment in behavioral psychology fails,
as does his entire lifestyle. The sterility of his pursuits is
signalled by the fact that he is impotent, and, towards the
end of the novel, he deteriorates both physically and
psychologically. He is forced to accept nourishment through
the colon (a feat which is metabolically impossible, a fact of
which the author was possibly unaware), which he considers a
personal triumph, "in a sense the crowning achievement of
the life he had created for himself; his predilection for the
artificial had now […] achieved its supreme fulfilment; one
could go no further".25
While the author is obviously fascinated by the idealist
potential of simulation technologies, and sympathetic to the
revulsion felt by the hero for the drabness of everyday life,
this ending validates a reading of the novel partly as satire,
and acknowledges the futility and destructiveness of an
existence in which corporeal and natural concerns, as well as
normal social bonds and obligations, are eclipsed by the
pursuit of the ideal artifice.
des Esseintes is a leisured aristocrat, free to indulge in
his orgies of artificiality due to the financial independence
his class enjoys, and, apart from the whimsical scheme of
distributing "country air" from factory chimneys for
the benefit of Paris workers, his ideologisation of
artificiality is wholly removed from societal contexts. It is
symptomatic that he anticipates the mareorama, a mass market
medium, with no other object than personal gratification, a
means by which to explore the subtleties of sensory stimuli in
aristocratic isolation.
In dystopian fiction of the twentieth century, however, the "artificial paradises" provided by
technology are frequently projected as collectively
experienced phenomena, and their degenerative effects hence
take on disastrous proportions, as fundamental cultural values
and institutions crumble under the corrupting influence of
collective escapism. The motif is integral to the
anti-technological dystopian tradition and, in the typical
scenario, the engineered realities follow logically from those
vaster forces of modernity which, according to Romantic
humanism, alienate man from nature, from his fellow man and
from his inner being; scientific materialism, rationalism, and
instrumental utilitarianism. The artificial worlds are
frequently assumed to be a more or less direct result of the
automation of society, thus being a tool in the liberal
critique of the notion, central to technological utopianism,
that machines will eventually leave men and women free to
pursue loftier ambitions than mere toil.26
While championing such "illogical" expressions of
humanity as intuition, creativity, passion, etc., in the face
of impending technologisation and rationalisation, these
fictions warn us that the possibility of supplementing
ordinary reality with engineered hallucinations will
inexorably lead to a slackening of morals and ultimate
degeneration of the species. This thematic complex is, of
course, informed by the Darwinian idea of "the struggle
for survival" as a necessary condition for evolution. In
this context, we also observe that the motif of childlessness
is practically ubiquitous in the tradition (des Esseintes is
the last of his line, and impotent to boot), and the inherent
sterility and ultimate doom of a society which turns its back
on a "natural" life of duty, work and authenticity
is made clear in the consistent foregrounding of the
corruption or absence of family ties.
In this predominantly Anglo-American tradition, we also
discern reflections of the Puritan ethos and its insistence on
the moral dictums of diligence and industriousness. Both the
condemnations of promiscuity and of idleness are echoed in the
identification of sexuality as the main outlet for the
regressive escapist impulse, and in the frequently encountered
image of the bloated, unwholesome denizen of the "electronic
womb". More importantly, we observe that the entire
notion of a technological representation and simulation of
physical reality is inimical to the Puritan spirit, with its
adamant insistence that God’s will is best served by
practical engagement in the affairs of the world. Puritanism,
partly as a result of its need to distance itself from
Catholic liturgy, is traditionally suspicious towards
spectacles and delight in the visual, as manifested in the
closing of the English theatres in 1642.27 A related, if less
iconoclastic, aspect of the Puritan spirit is evident in the
empirico-rationalist view on education and learning developed
in the 17th and 18th centuries in
England and New England, where direct observation of God’s
work was favoured over written authorities and philosophical
speculation.28
The scenario of an idle mankind wasting its powers in the
grip of automation and technologically mediated experience is
first elaborated in E. M. Forster’s novella "The
Machine Stops" (1909), a seminal dystopia attacking
instrumental rationality and overconfidence in technology. The
story was partly conceived as a reply to the utopianism of H.
G. Wells, and approaches the vitalist anti-intellectualism of
D. H. Lawrence in its portrayal of an increasingly
technologised mankind’s development into ever higher levels
of rationality as a process of retrogression rather than of
progression.29
In "The Machine Stops", a spiritually and
physically atrophied future humanity has abandoned every
contact with natural environments, and dwells in a wholly
automated subterranean global society, where it is tended by
the ubiquitous Machine, an immense, self-regulating and
self-evolving technical system. The Machine is regarded with
religious awe, and when it finally collapses mankind is doomed.
The story is thus expressive of the pervasive view that we no
longer can control technological development, but have become
slaves to our own creations.30 The Machine, Forster has his hero
exclaim, "develops – but not on our lines. The Machine
proceeds – but not to our goal",31 words which echo in
countless humanist attacks on science and technology
throughout the last century.
But Forster’s main emphasis is on how information
technologies specifically isolate humans from each other and
from direct contact with nature, and thus deplete life of
depth and meaning.32 Practically no technologically unmediated
social activities exist; individuals live out their days in
cells, where they interact through a videophone system and
receive all knowledge and entertainment from home terminals.
This channeling of human intercourse and sensory experience
through technical networks has perverted the ability to
appreciate the ineffable dimensions of either:
the Machine did not transmit nuances of expression.
It only gave a general idea of people – an idea that was
good enough for all practical purposes […]. The imponderable
bloom, declared by a discredited philosophy to be the actual
essence of intercourse, was rightly ignored by the Machine,
just as the imponderable bloom of the grape was ignored by
manufacturers of artificial fruit. Something "good enough"
had long since been accepted by our race.33
The woman Vashti, one of the protagonists and a
representative member of this society, is "seized with
the terrors of direct experience"34 when confronted with
the prospect of actually meeting her son face to face – a
denial both of unmediated reality and of her own motherhood.
The avoidance of direct experience and bodily movement is
fused with a sterile intellectualism; mankind’s only pastime
is the production of "ideas", the more abstract the
better. A renowned historian admonishes his audience: "Let
your ideas be second-hand, and if possible tenth-hand, for
then they will be far removed from the disturbing element –
direct observation."35 The satire is thus also expressive
of an empiricist attitude partly rooted in Puritanism and
prevalent in English thought during the Victorian and
Edwardian eras.36
As was the case with des Esseintes’ artificial paradises,
the automated informational society has made travel all but
redundant, since a standardised global culture has eradicated
cultural differences: "What was the good of going to
Pekin when it was just like Shrewsbury? Why return to
Shrewsbury when it would be just like Pekin? Men seldom moved
their bodies; all unrest was concentrated in the soul."37
The redundancy of the body is also ideologised; it is "a
demerit to be muscular", and Vashti is first presented as
"a swaddled lump of flesh […] with a face as white as a
fungus".38 She is also hairless and toothless as a baby or
senescent woman – mankind’s future cerebral existence
rendered as regressiveness.39
Her son Kuno, however, is passionate and physically able
and hence branded as an atavism by the Machine. Denied by his
mother, and desperate for genuine and authentic experience, he
escapes, through an airshaft, from this world of artificiality
and human isolation to the surface of the earth (which has
been deemed uninhabitable by the Machine), to discover humans
living dignified and full lives close to nature. Faced with
the fact of humanity’s spiritual self-mutilation, he
diagnoses the chief illness afflicting this information
society as a denial of the corporeal aspects of existence, and
repeats one of humanism’s basic tenets: "Man is the
measure. […] Man’s feet are the measure for distance, his
hands are the measure for ownership, his body is the measure
for all that is lovable and desirable and strong."40 The
machine, he states further, "has robbed us of the sense
of space and of the sense of touch [and] blurred every human
relation".41
Forster allows for an ambiguous hope, as the story
ends with the breakdown of the Machine, and subsequent
annihilation of the civilisation it has spawned. While a
helplessly enfeebled humanity faces mass extinction, the
unspoilt denizens of the surface wait to take over, and Vashti
and Kuno, reunited in their dying moments, disagree as to
whether the same mistake will be repeated; "some fool
will start the Machine again, to-morrow", claims Vashti,
while Kuno asserts that "[h]umanity has learnt its lesson".
The last image is hopeful: an airship crashes through the
ceiling and allows them a final glimpse of "the untainted
sky".
42
Forster's story primarily recognises the consequences of
information technologies for human interaction and
administration insofar as they are instrumental in steering
mankind away from a healthy and natural sensuality towards
narrowly intellectual pursuits. However, later fictions
dealing with machines providing vicarious experience have
taken their cue mainly from the entertainment and media
industry, and projected dystopian scenarios in some respects
diametrically opposed to Forster’s anti-intellectualist
celebration of bodily experience. Whereas demands for truthful
sensory representation have declined in "The Machine
Stops", and people are content with a video telephone
system that is unable to convey "nuances of human
expression", most especially the film industry’s
striving for ever more convincing illusions have prompted
fictions where mankind abandons the dullness of ordinary life
in favour of artificial realities replete with sensual (mainly
sexual) experiences superior to those provided by reality. But,
it is worth noting, the Puritan moral code is reflected both in the anti-hedonist stance
and in Forster’s anti-intellectualism.
With the rise of the film medium, the technological
destabilisation of the relationship between original and copy
was increasingly perceived by conservative critics as
detrimental to the perceptive faculties, and, film being a mass
market medium, to the spiritual health of culture as a whole.
In Horkheimer and Adorno’s influential critique of the
modern project, The Dialectic of the Enlightenment
(1944), the inferiority of the medium stems from its
increasingly faithful reproduction of reality, which blurs the
distinction between original and copy:
The whole world is made to pass through the filter of the
culture industry. The old experience of the movie-goer, who
sees the world outside as an extension of the film he has just
left (because the latter is intent upon reproducing the world
of everyday perceptions), is now the producer’s guideline.
The more intensely and flawlessly his techniques duplicate
empirical objects, the easier it is today for the illusion to
prevail that the outside world is the straightforward
continuation of that presented on the screen. This purpose has
been furthered by mechanical reproduction since the lightning
takeover by the sound film.43
The inability to separate reality from illusion, which
during earlier epochs had caused few, if any, moral concerns,
is now a sign of the baseness of the film medium. It
"leaves no room for imagination and reflection on the
part of the audience, where these […] may withdraw and
fantasize on their own." The equation of the film and
reality causes the "stunting of the mass-media consumer’s
powers of imagination and spontaneity".44 (We note that the
authors’ judgement seems wholly based on realistic cinema,
although the medium had proven its ability to transcend
representation of existing nature already from the start, e.g.
in the films of George Méliès.) Adorno and Horkheimer’s
critique of the medium goes beyond its shortcomings as art,
that is, its ability to deliver valid aesthetic experience,
and invests it with apocalyptic significance. "Stunting"
("Verkümmerung") is a key word here, with its
connotations of disease and degeneration. The belief that ever
more sophisticated technologies of representation cause or
accelerate a downward movement of civilisation as a whole is
manifested countless times in twentieth-century dystopian
fiction.
Sustained fictional speculations on the cultural
significances of a medium which aimed at a minute
representation of reality began in the 1930’s, largely
prompted by the adding of sound to the cinema in 1927. Aldous
Huxley projected this escalation of sensory representation in
the influential Brave New World (1932), which depicts a
utilitarian and conformist future society, where all potential
discord among the populace is pre-empted by the drug soma
and the "feelies" (an obvious reference to "talkies"),
a media technology presenting stereoscopic images, accompanied
by "scent organs" and tactile sensations channeled
through metal handles. (The association between electronical
and chemical artificial realities is, as we shall see,
recurrent in this dystopian tradition.) In Brave New World,
soma is the main instrument for political control; it
distracts the citizens from reflection and introspection,
intellectual activities which might lead to a questioning of
the values on which this world-state rests. Its function is
similar to that of feelies, as it provides "a holiday
from reality", and the dosage is carefully measured
according to the desired effect; "half a gramme for a
half-holiday, two grammes for a trip to the gorgeous east,
three for a dark eternity on the moon".45 The feelies and
the soma are thus products and tools of a materialist
and instrumentalist view on the human being: a system subject
to control through electrical and chemical means.46
In the world of 632 A.F. ("After Ford"), children
are genetically designed and grown in fertility plants through
a process prefiguring cloning; birth is replaced by "decantation"
from a glass bottle which functions as a womb. Any reference
to motherhood is deemed obscene. In a rich passage, pre-natal
bottled existence is foregrounded as metonymical of the
regressive course of a society which imposes a "happiness"
wholly removed from natural experiences and emotions. A
cabaret chorus celebrates the "bottle" as a safe
pocket universe: "Bottle of mine, it’s you I’ve
always wanted!/ Bottle of mine, why was I ever decanted?/
Skies are blue inside of you,/ The weather’s always
fine".47 The soma-induced euphoria experienced by
two of the protagonists is described in the song’s imagery,
and a marine image accentuates the regressive infantilism of
this culture: "They were inside, here and now – safely
inside with the fine weather, the perennially blue sky [---]
they might have been twin embryos gently rocking together on
the waves of a bottled ocean of blood-surrogate."48
As for the feelies, they are apparently recorded, but
manipulated to be more intense than any natural sensory
experience. The actors appear on the screen "dazzling and
incomparably more solid looking than they would have seemed in
actual flesh and blood, far more real than reality".49 When
they kiss, the sensation is conveyed to the audience, whose
"facial erogenous zones […] [tingle] with almost
intolerable galvanic pleasure." During a sexual encounter
on a bearskin rug, "every hair […] [can] be separately
and distinctly felt" by the audience.50 This mechanism
bears a resemblance to the cleansing of reality to which des
Esseintes aspires in his artificial environments, expressive
of a romantic/symbolist aesthetic, but the feely only provides
an intensification with no further qualifications; the
enhanced sensation of the bearskin carries no meaning beyond
the mere sensory data and the erogenous effect they produce.
According to Adorno and Horkheimer, the inferiority of the
medium stems from its increasingly faithful reproduction of
reality, which blurs the distinction between original and copy.
In Brave New World, an even greater betrayal of our
senses takes place, as the representation is phenomenally
superior to the original experience. While the conflation of
reality and its representation in the film medium destabilises
the hierarchy of experiential modes, the dystopian feely
inverts it.
These wonders of utilitarianism and hedonism are partly
reported through the eyes of "the Savage", a young
man raised in an Indian reservation where life is harsh but
filled with a natural spirituality and dignity. After
accepting an invitation to visit the modern world, the Savage
becomes increasingly appalled by the lax morals and spiritual
shallowness confronting him, and ultimately claims the right
to be unhappy – to experience all the pains and vicissitudes
of life unalleviated by chemical and electronical escape
routes. He escapes society to an old lighthouse, and seeks to
drive out "the filth of civilised life, […] to be
purified"51 by hard manual labour and flagellation, thus
embracing an ascetic ideal incorporating both Puritan and
Catholic elements, while also re-enacting an initiatory rite
from his native tribe. Pain and discomfort were important
values in the Victorian and Edwardian mentality, allied both
to the Puritan ethos and to the Darwinian tenet of the
struggle for life. Huxley’s grandfather and Darwin’s
apostle, T. H. Huxley, saw pain as an unavoidable and
necessary condition for evolutionary progress and, by
inference, for human dignity: "we should cast aside the
notion that the escape from pain and sorrow is the proper
object of life".52 Brave New World can, in fact, be
read in its entirety as one sustained argument defending this
belief.
Obviously, Kuno’s revolt in Forster’s "The Machine
Stops" anticipates that of the Savage, but whereas the
former heralds the downfall of the artificial society, Huxley’s
future remains stable. Two young men who have questioned the
system, and felt a tentative kinship to the Savage, are weeded
out and exiled to isolated colonies where they cannot cause
any trouble. The Savage himself is driven to suicide from
shame and guilt, after having finally succumbed to promiscuity
and soma in an all-night orgy arising spontaneously among a
crowd of onlookers gathered to gawk at his flagellations. This
interest in its turn is caused by the paparazzi production of
a "feely" with the Savage as the unwitting star. His
surrendering to the animal sexuality he tries so desperately
to cleanse is thus analogous to a much more significant and
unsettling defeat, described by Jean Baudrillard some forty
years after the publication of Brave New World, in
which every revolt, every gesture of dissent is rendered
harmless by being represented in an already wholly commodified
system of signs and images: "transgression and subversion
never get ‘on the air’ without being subtly negated as
they are: transformed into models, neutralized into signs,
they are eviscerated of their meaning".53
Huxley’s influence on twentieth-century dystopian
imagination cannot be overstated, but by the time of the
publication of Brave New World, the consequences
of artificial experiences had already been explored in even
more drastic terms in Laurence Manning and Fletcher Pratt’s
pulp science fiction story "City of the Living Dead"
(1930), of whose existence Huxley was probably totally
unaware.54
The story tells of the quest for the perfect illusion as
a degenerative process which ultimately serves the interests
of a financial elite, ending in a humanity kept in electronic
cocoons and fed with artificial dreams – an idea since
exploited frequently in sf, most recently in The Matrix.
Manning and Pratt identify the disappearance of danger and
adventure from the world as the cause of the waning of mankind
– a notion familiar from the degeneration discourse of the
19th century, updated to an era of automation.55 In
Manning and Pratt’s automated future, the only occupation
left to men after "the Machines" have done their
work is "the frantic pursuit of artificial pleasure".
Like legions of des Esseintes, "men become connoisseurs
of odours" and spend fortunes on perfumes and clothes.56
From this situation a business concept is born which seems
prescient of today’s so-called adventure vacations,
role-playing games and "reality television". The
details of how this comes about deserve to be quoted at some
length:
It began with a Japanese named Hatsu Yotosaki, who was
hired to furnish new amusements – "thrills" they
called it – to a party of rich Australians who had gone on
an extended air voyage over Antarctica. The Jap conceived the
idea of letting each member of the party know, indirectly,
that some other one of the party was a criminal lunatic who
was scheming to murder him. Long before their six months’
cruise was up, they were all eying each other with suspicion
and fright […]. Three of them were even killed by mistake.
When they got back to Melbourne, Yotosaki told the
survivors the story of how he had manufactured their fear and
fright. Instead of jailing him for murder, they hailed him as
a deliverer, the founder of a new idea. The idea was taken up
with enthusiasm, and everywhere men were hired by others to
involve them in wild and impossible, often bloody, adventures.
But even here the scientists tried to intervene with their
Machines. Why, they argued, go to all this trouble and expense
to provide adventures for oneself, when one could obtain them
second-hand by attending the mechanized theatres? The answer
of the public was that the second-hand adventures of the
theater were insipid, being without the element of personal
contact; they gave the spectator none of the personal thrill
that is part of real adventure. This led to the formation of
great companies to furnish adventures to people.57
This development worries "the governments of the
world" as it threatens the goal of keeping the populace
safe and free from worries, so they set their scientists to
the task of developing "an antidote to the adventure
companies", resulting in various ways of enhancing the
cinema experience by creating immersive environments:
They had already perfected sound and motion in the earlier
ages; to this was now added a device that added the sense of
smell […]. But the people tired of these shows […]. The
scientists then produced the sensations of heat and cold –
people went to winter pictures wrapped in furs as though for a
trip to the arctic regions; vast artificial winds stormed
through the theaters to the tune of the swaying boughs in the
pictures; clouds of smoke and tongues of veritable burning
flame were rolled out over the audience; and at last devices
were introduced which gave the sitters gentle electrical
shocks at emotional moments in the performances.58
The movement towards the totally artificial sensory
environment is crowned with the discovery of what we would
call neural interface when a surgeon develops a technology for
direct connection between neural ends and "artificial
metal nerves", based on the neurophysiological fact that
"all nervous impulses are delivered by electrical means".59
Before long, blind people are equipped with photosensitive
cells in their eye sockets (a device which today, incidentally,
is the subject of actual research), and the inevitable
disastrous conclusion is drawn, namely, that such a technology
enables the final abandonment of reality: "If a man could
by these means see what really happened, why should he not
also see things that have never occurred?"60
The final phase in this carefully related apocalyptic
scenario is the construction of "adventure machines",
which eventually lead to the downfall of human civilisation
when no one opts to face the vicissitudes and adversities of
real life. The subject is surgically deprived of all natural
sensory organs, and recorded data are fed directly into the
brain:
Thus if the operator wished to make the adventurer feel
that he was hunting, the record of a hunting adventure was
placed in the Machine, and the cable leading from the
adventurer’s nerves was connected to it. The nerves of the
adventurer’s foot would assure him that he trod the mould of
the forest; the nerves of his eyes would bring him a vision of
the dim vista of trunks and a wild animal bounding through
them; the nerves of his hands and arms would tell him he was
making the correct motions to take aim and bring the animal
down; and through the nerves of his ears, the Machine
Adventurer would hear the dying scream of the beast he had
slaughtered.61
The primitivist scenario and the meticulous reconstruction
of the bodily experience illustrate the nostalgia for a whole
and meaningful human existence which, according to the
assumptions first articulated by Forster, would befall us in
an automated society. Unlike Forster, who sees in
representational technology only a reduction of the richness
of direct sensual experience, and unlike Huxley, who renders
it a simple augmentation of sensory input, Manning and Pratt
allow technology to compensate for the loss it has caused,
responding to a yearning for a heroic, pre-technological phase
in human history. The technology firmly in place, it fulfills
any form of human desire, not only those directly compromised
by the automation of society. We learn that "the glutton,
the drunkard, the man mad over women found here his own
special paradise", hedonistic pursuits of a more overtly
regressive nature.62 Manning and Pratt also realise that a
technology which separates mind from body would have the
potential to fulfill transcendental longings, as it allows
users to float "as disembodied spirits down endless
corridors of an artificial Nirvana".63
"The City of the Living Dead" thus strikingly
illustrates philosopher Don Ihde’s observation, made sixty
years after the story was published, that technology sparks a
double desire in the subject: "a wish for total
transparency" of the technology, on the one hand, and
the desire to have "the power, the transformation that
the technology makes available", on the other. This
double desire, Ihde states, is contradictory: "I want the
transformation that the technology allows, but I want it in
such a way that I am basically unaware of its presence. [---]
The desire is the source of both utopian and dystopian dreams".64
Manning and Pratt, it might be added, give their story an
unambiguous dystopian twist by making the operation enabling
these engineered dreams irreversible; once the subject is
encapsulated in a silver coffin, she can never return to the
real world.
The regressive potential of the engineered hallucination is
brought to its logical conclusion in James Gunn’s 1954
novella "Name Your Pleasure", where the simulated
reality is the ultimate tool of an artificial intelligence
that enforces a utilitarian hedonistic ideology centered on
the dictum "Happiness is the only good", even at the
expense of free will.65 The means to secure happiness for
everyone includes, among other things, automation and "entertainment:
the perfection of the fictional life", in ever more
advanced electronic media, culminating in "the final
blending of illusion and reality".66 The process culminates
in the equivalent of pre-natal bliss which, as Huxley
suggested, is the logical end of any technology aiming to
cleanse human existence from pain and conflict. The sentient
machine dictator’s ultimate accomplishment is attained when
it submerges men and women in womb-like bottles – an obvious
loan from Huxley – and subjects them to the "long, slow,
happy, fetal dreams"67 before they expire and
enter the final abolition of conflict, the "ultimate
happiness".68 The story ends in a utopian gesture affirming
a puritan ethos, as the hero manages to re-program the
computer to immerse itself into a similar state,
leaving mankind free, like Huxley’s savage, to choose its
own destiny, including pain and conflict.
[To the top]
2. The world behind the screen
Gunn’s novella was published during the 1950’s, a
decade when the notion of artificial realities and engineered
hallucinations acquired a new degree of topicality and urgency
for a number of American sf writers, as society became
increasingly saturated with images: from magazines, from
advertising, from cinema, and – most fatefully – from
television.69 With regard to impact on social, economic and
political life, nothing could match television, a "reality
machine" of unprecedented potential for advertising and
political propaganda, which started to enter American homes on
a large scale in the early 1950’s.70 Television was branded as
a threat by left-wing and liberal critics in terms partly
anticipated by Forster, Manning and Pratt, and Huxley: it was
morally debasing, destroyed familial and social ties,
undermined literacy and encouraged intellectual as well as
physical passivity.71 Children’s viewing habits were (as they
still are) a particular cause for concern. The Huxleyan
association between electronic and chemical means of escape
was recalled in the alleged addictive properties of the medium
and the notion of the "TV junkie".72 The
destabilisation or inversion of the ontological priority of
reality over illusion could be observed in sitcoms such as I
Love Lucy, in which characters carried the same name as
their actors and were modeled on the socioeconomic profile of
the intended target group, the white middle class.73
But even with the introduction of colour television in
1953, the medium could not combat the sensory intensity of
cinema, which met the challenge from television with
techniques for more powerful, even immersive, illusions.
Colour productions became the rule rather than the exception;
wider screen formats and stereophonic sound were developed, as
well as more curious attempts at delivering immersive
experiences such as three-dimensional film,
and the notorious Odorama.74 But television is fundamental to
the emergence of the contemporary sensibility of inhabiting an
"infosphere", a world increasingly made up of
mediated information, as witnessed by one critic, lamenting
the demise of direct experience in terms reminiscent of
Forster: "What we see, hear, touch, taste, smell, feel,
and understand about the world has been processed for us. Our
experiences of the world can no longer be called direct, or
primary. They are secondary, mediated experiences."75 We
are "living within artificial,
reconstructed, arbitrary environments that are strictly the
products of human conception, we have no way to be sure what
is true and what is not. We have lost context and perspective."76
Although such a generalised diagnosis of our culture
takes its cue from television, the account accommodates every
kind of representational technology, indeed every kind of
man-made environment. Television is, at this stage in history,
the single most important "reality machine", but in
a wider, more abstract, and ultimately more insidious sense
than 3D movies and the like. It purports to represent
transparently an original reality, but television is rather a
chief instrument in establishing what Jean Baudrillard labels
the hyperreal, a self-referential system of signs and images
produced by media and information technologies
which takes precedence over older frameworks for our
structuring and understanding of the real.
77 According to this
apocalyptic and influential view, the uncritical audience
tends to interpret reality in terms provided by television,
rather than the other way round.
In American science fiction of the 1950’s, the notion of
television as a reality in its own right can be discerned in a
number of texts, frequently extrapolated into more or less
immersive, virtual environments. Ray Bradbury’s short story
"The Veldt" (1950) presents future domestic life as
centered round a crystalline screen projecting images, the
latest achievement of a culture obsessed with thrills and
artificial sensations, where deep and meaningful human
relations have deteriorated as a consequence.78 The story
combines a Huxleyan dystopian perspective with gothic horror,
while also reflecting the nascent debate on television’s
effect on children. "The Veldt" tells of a suburban
family, the Hadleys, whose automated house sees to their every
need. The technological triumph of this house is the nursery,
a room whose walls and ceiling project "telepathic
emanations" as three-dimensional, immersive environments.
"You sent out your thoughts. Whatever you thought would
appear."79 The children of the family project an African
veldt, a sunscorched landscape of prowling lions and hovering
buzzards, and in this environment they repeatedly enact a
fantasy of lions devouring their parents. When the couple
start worrying about their children’s choice of artificial
reality they plan to shut the nursery down. To prevent this
from happening, the children lock them in the nursery, where
they are promptly killed by the lions who have suddenly and
inexplicably materialised in the flesh.
The psychological explanation of these murders is that the
Hadleys have neglected their parental duties and emotional
bonding under the corrupting influence of technological aides.
The nursery, we learn, has been installed as a therapeutic
tool in order to help rid the children of neuroses, which, we
are led to understand, have developed from their parents’
near-total permissiveness. The result is an utter lack of
respect, and an inability to take no as an answer, culminating
in the patricidal impulse. A psychiatrist explains that this
room where they can enact their fantasies "is their
mother and father, far more important in their lives than
their real parents."80
The deterioration of family ties through representational
technology, a theme first struck by Forster, also leads to a
total blurring of natural roles. The father observes: "They’re
spoiled and we’re spoiled", referring to their
consistently effortless existence. We recall the young couple
in Brave New World metaphorically reduced to "twin
embryos gently rocking together" by the soma and
all the other technological trappings employed to protect the
citizens from reality. The Hadleys are set on a similarly
regressive course by the automated marvels of their home,
"this house which clothed and fed and rocked them to
sleep and played and sang and was good to them." The
children are the logical result of this civilisation, morally
deficient and wholly directed towards artificially provided
sensory pleasure: "I don’t want to do anything but look
and listen and smell; what else is there to do?"81
Again, one is reminded of des Esseintes, engrossed in his own
senses.
The African veldt, an environment ruled by harsh Darwinian
laws and, significantly, closely associated with a
pre-technological, "natural" phase in man’s
evolutionary history, forms an effective contrast to a society
utterly out of touch with nature and with its own historical
roots, strikingly similar to the hunting fantasy in "The
City of the Living Dead". The irony of the story is, of
course, that the artificial reality device, the crowning
achievement of an excessively technological civilisation, is
what allows nature and reality finally to return from its
imposed exile, as the virtual lions actually kill. The
fantastic eroding of the boundary between representation and
reality is also the collapse of the boundary between
technology and nature, and the text thus merges two extremely
pervasive figures in the popular consciousness: the
notion of "technology out of control" and the
Freudian "return of the repressed". Hence, when the
lions come out of the walls to devour the Hadleys, it is not
only the betrayed children who take their revenge; it is
denied nature putting on her most forbidding aspect as she
usurps technology and reclaims her lost son, man.
The supernatural element brings "The Veldt"
closer to gothic horror than dystopian fiction and sf, and
diminishes its relevance as critique of electronic media.
Bradbury, however, gives the issues raised by commercial
television a more sustained treatment in his novel Fahrenheit
451 (1953), an anti-capitalist dystopia in the Huxleyan
tradition which specifically addresses the loss of literary
culture in an age and a nation devoted to images and
electronic media.
In his novel, books are banned as sources of dangerous
ideas which threaten the conformist ideology of a consumerist
society ("None of those books agree with each other"82).
The protagonist Montag is a fireman, a profession now
re-assigned from the task of putting out fires to that of the
burning of books. He gradually comes to recognise the
spiritual emptiness of his life and society, and joins a
clandestine network of former scholars and humanists evicted
from the abolished universities and committed to rescuing as
much as possible of the world’s literary heritage by
memorising classics for future transcription.
The general public’s need for leisure and entertainment
is meanwhile fed with interactive soap operas, "parlor
families", presented by three-dimensional television
screens surrounding the viewer. Montag’s wife, whose status
as unhappy victim of this society is demonstrated by
unconscious suicide attempts, spends most of her time in the
television parlour, where she acts out a written part in the
inane quarrels and conversations of a large family: "They
mailed me my part this morning. I sent in some box-tops. They
write the script with one part missing. [---] When it comes
time for the missing lines, they all look at me out of the
three walls and I say the lines."83 Technically, then, the
television show might be labelled interactive, but merely in
the most meager sense of the word, as her part in the soap
opera is confined to the pre-written script.
The virtual family, which delivers a simulacrum of
community, is a safe and controllable surrogate for the real
thing, which carries little weight in this society. If not
completely weeded out, as in Brave New World, the
arduous task of child-bearing is decidedly out of fashion.
Montag’s wife does not want children of her own, and another
woman declares that no one "in his [sic!] right mind […]
would have children". Another woman opts for a Caesarian
section, since there is "no use going through all that
agony for a baby". The TV-induced perversion of familial
ties already projected in "The Veldt" is briefly
hinted upon, as one of the women describes how she avoids
interacting with her children by confining them to the
television parlour, which leads to a potentially violent
alienation between parents and children:
I plunk the children in school nine days out of ten. I put
up with them when they come three days a month; it’s not bad
at all. You heave them into the "parlor" and turn
the switch. It’s like washing clothes: stuff laundry in and
slam the lid. [---] They’d just as soon kick as kiss me.
Thank God, I can kick back.84
The replacement of books by inane interactive, immersive
television, and the refusal to endure the pain of childbirth
are both metonymical of the basic flaw of the media-saturated
society identified by Forster: a rejection of direct
confrontation with reality as defined in terms of corporeality,
biological and physical necessity and unmediated experience.
By logical extension, we meet the few individuals who resist
the ideology of comfort and artificiality in a context of
nature and sensuality. A young girl who is later deported by
the authorities as a possible risk to society says she likes
to "smell things and look at things".85 We recall the
very same celebration of sensory experience in "The Veldt",
where it was rather a sign of degeneration, since the source
of impressions was artificial and not natural.
The ideological alliance of the unmediated experience of
nature and body on the one hand, and literary culture on the
other, is pursued throughout the novel as books take on living
corporeality, both metaphorically and literally. Montag’s
mentor Faber, who introduces him to the underground society of
literate men, savours the pure olfactory pleasure of tomes:
"Do you know that books smell like nutmeg or some spice
from a foreign land?"86 Seated in a subway car and
furtively trying to read St. Matthew, Montag’s concentration
is shattered by commercial messages. The frustration fills him
with the desire "to feel his feet move, arms swing, lungs
clench, unclench, feel his throat go raw with air".87 We
are reminded of the rebel Kuno’s celebration of bodily
experience in "The Machine Stops". At the climax of
the novel, Montag is forced to flee into the wilderness after
having killed the chief of the fire department; as he finally
approaches a small band of book-memorisers, he savours the
feel of his bruised and battered body as "a thing of
brush and liquid eye, of fur and muzzle and hoof".88 The
theriomorphic imagery aligns the "natural"
experience of one’s body with the all but lost experience of
reading books.
It is worth noting, however, that the novel briefly
recognises that the medium of television as such need
not be detrimental to spiritual depth and wholeness. Faber
dampens Montag’s initial bibliophilia by explaining that the
value of any medium is determined by its content alone:
It’s not books you need, it’s some of the things that
once were in books. The same thing could be in "parlor
families" today. The same infinite detail and awareness
could be projected through the radios and televisors, but are
not. No, no, it’s not books at all you’re looking for!
Take it where you can find it, in old phonograph records, old
motion pictures, and in old friends; look for it in nature and
look for it in yourself. Books were only one type of
receptable where we stored a lot of things we were afraid we
might forget. There is nothing magical in them at all.89
But literature has proven the prime medium for the
representation of reality, by virtue of its truthfulness to
life and richness in detail. Through a somewhat cryptic
dermatological imagery, a lifelike, corporeal quality is
bestowed to the medium itself:
This book has pores. It has features. This book can
go under the microscope. You’d find life under the glass,
streaming past in infinite profusion. The more pores, the more
truthfully recorded details of life per square inch you can
get on a piece of paper, the more "literary" you are.90
The verisimilitude of printed literature, its allegiance to
pre-technological modes of being and perceiving, is
consummated by the roaming band of bibliophiles who identify
themselves with the very books they have memorised: "I
am Plato’s Republic. Like to read Marcus
Aurelius? Mr. Simmons is Marcus."91
It is precisely because they are so lifelike that books
must be forbidden. Contemporary culture, Faber explains, is
out of touch with life and reality. Three-dimensional
television is instrumental in the pacifying of the citizens as
it, like the feelies, supplies a reality of its own,
overwhelming, irrefutable and impervious to intellectual
distancing and analysis:
The televisor is "real". It is immediate, it has
dimension. It tells you what to think and blasts it in. It must
be right. It seems so right. It rushes you on so
quickly to its own conclusions that your mind hasn’t time to
protest, "What nonsense!" [---] You can shut [books], say,
"Hold on a moment". You play God to it. But who has ever
torn himself from the claw that encloses you when you drop a
seed in a TV parlour? It grows you any shape it wishes! It is
an environment as real as the world. It becomes and is
the truth. Books can be beaten down with reason. But with all
my knowledge and scepticism, I have never been able to argue
with a one-hundred-piece symphony orchestra, full color, three
dimensions, and being in and part of those incredible parlors.92
The lifelike qualities of (good) literature resulting
from its richness of detail are thus further enhanced by
their being allegorised into counterparts in a dialogue,
if you will an interactive process, in which the reader
is ultimately in control. Television, on the other hand,
paralyzes the viewer’s distancing and analytical
faculties by the sheer sensory power of its output.
We also note how "life" is played off against
"reality" in Faber’s rhetoric. Literature
acquires its "life" metaphorically, as an
acknowledgement of its superior value, whereas television’s
"reality" is described in terms anticipating
virtual reality: "It is immediate, it has dimension
[---] It is an environment as real as the world",
which you are "in and part of". Immediacy,
spatiality, immersiveness – all primary attributes of
physical reality. Faber’s previous position, then, that
it is the content that determines the value of any medium,
would seem compromised by this consistent refutation of
the TV medium, as representation is contrasted with
simulation, life with reality, dialogue with passivity.
Still, the descriptions of the medium reflect American
commercial television in the 1950’s, and not public
service television, most obviously so when Faber alludes
to televangelism and deplores the fact that even Christ
has been reduced to "a regular peppermint […], all
sugar-crystal and saccharine when he isn’t making veiled
references to certain commercial products that every
worshipper absolutely needs".93
Electronic media of increasingly multisensory dimensions,
then, are projected as instrumental in the destruction of
literary culture and historical memory, and are held
responsible for the commercialisation of every aspect of human
existence. This development reaches its apocalyptic conclusion
in the nuclear attack which concludes the novel, and leaves
Faber and his band of book-memorisers with the opportunity to
build a new world based on the humanistic values all but
obliterated in the age of information.
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3. Recorded reality
While television in Fahrenheit 451 is technically
advanced and delivers a convincing illusion of reality, it is
still a broadcast medium, and Faber’s criticism, of course,
can easily be extracted from its science-fiction context and
seen as a slightly hyperbolic attack on the medium’s status
in the early 1950’s. Other and lesser known sf narratives of
the 1950’s, however, lean more toward the more speculative
tradition from Manning and Pratt and Huxley, and project
television as a short-lived phase in the progression of ever
more sophisticated technologies of mediated experience. Most
of them share the pessimistic but not wholly unreasonable
assumption that the more convincing and immersive the
technology, the more escapist and degenerative will be its use.
An early but minor piece is John D. MacDonald’s "Spectator
Sport" (1950), a satire aimed at the entertainment
industry which repeats the main points of Manning and Pratt’s
scenario and nods towards Huxley.94 Civilisation comes to a halt
when citizens put all their efforts into affording a permanent
hookup to virtual-reality machines provided by a large
corporation. The hapless hero, a time traveller from
contemporary America, is recognised as a possible threat to
the stability of society, promptly lobotomised and sent into
seven years of cowboy adventures conveyed by electrical
sensations and a three-dimensional video screen.
Arthur C. Clarke’s moralistic satire "Patent Pending"
(1954) introduces the idea, suggested in "The City of the
Living Dead" and employed several times since, of
recording a subject’s entire sensory input on tape. The
recording device is invented by a French scientist, only to be
stolen by the unscrupulous assistant who sees that a fortune
can be made from it. Clarke has the narrator recognise the
revolutionary impact of such a device on the entire media
industry by letting him end the story by admonishing his
audience: "sell your TV sets before the bottom drops out
of the market".95 But, as also suggested in Brave New
World, the prime market for such a device would be
pornography. The disastrous effects on social bonds and
responsibilities are signalled by the fate of the assistant
himself, who becomes addicted to the recordings he produces
for the black market, and is consequently shot by his jealous
mistress.
The revolutionary and potentially disastrous technology of
recorded sensory experience also figures in Hunt Collins’
ambitious satire of media and advertising Tomorrow and
Tomorrow (1956), which can also be seen as a response to Fahrenheit
451.96 Bradbury’s novel opposes artificial reality to
literature by associating the latter with the vitalist
celebration of direct, bodily experience, while Collins takes
a more pragmatic stance, and attempts to overcome the
time-honoured dichotomy between printed and visual media by
seeing them as historically successive forms in the production
of vicarious experience. This drastic union, which largely
ignores other functions of fictions than mere escapism, is
bolstered by an equally pragmatic ambition to negotiate a
compromise between the resistance towards vicarious experience
and its hedonistic misuse.
The story takes place in a near-future consumerist America
again familiar from Huxley, although the satire is more
distinctly aimed at advertising and the "thrill"
industry. American society is divided into two groups fighting
for political control: "the Vikes" (from "Vicarion"),
with their power based in media, advertising and entertainment,
and the puritanical "Reels" (from "Realist"),
civil servants, workers and industrialists who are committed
to "real experience", and resist all media
entertainment except for literature and theatre, which are
cleansed from any erotic content. By a somewhat crude bipolar
logic, the Vikes’ dependence on vicarious experience leads
to a denial of "nature" and all that nature entails.
Eating in public is strictly taboo, and, more importantly, so
is physical lovemaking. Sexual needs are fulfilled
solipsistically, through multisensory entertainment known as
"sensos", which, like "feelies", delivers
primarily pornographic entertainment. Consequently, the Vikes
do not have children; the motif of childlessness is once again
employed as an unambiguous marker of the spiritual sterility
and alienation from life’s true values which issue from an
automated consumerist society.
As in Brave New World, thrill-seeking is both
chemically and electronically facilitated, and central
stimulants of every kind are legalised and used in excess by
the Vikes. The chemical escapism is complemented by
entertainment media, dominated by "Sensos". Unlike
Bradbury, Collins makes no significant qualitative distinction
between visual and literary fiction; the one follows naturally
upon the other in the evolution of means for conveying
vicarious experience. But we note how the novel singles out a
specific format, the paperback, as a seminal vehicle for
escapist entertainment, whereas culturally more prestigious
formats such as the hardcover novel are left out of the
picture. The embracing of artificial reality, a representative
for the Vikes informs us, ultimately stems from the common man’s
sense of frustration, disempowerment and alienation in modern
society, to which the paperback industry provides both a
contrast and a remedy:
The little man was the slob, wallowing in filth, breeding
kids he didn’t want, dreaming of adventure he never had and
never would have. The paperbacks took a hold then, and the
little man began to wake up. He recognized convention for what
it really was: a petty disguise of polite society, a
subterfuge designed to keep the little man’s feet firmly on
the ground, to keep his head from out of the clouds.97
Literature seems here to perform its time-honoured
emancipatory task of alerting the reader to the truths of his
life and of society, but in the next paragraph the paperbacks
are mere instruments for the escapist impulse, teaming up with
other image-producing agents of consumerist capitalism: "While
the paperbacks extolled the merits of vicarious adventure, the
advertising industry emphasized clothes, cosmetics, luxuries
the little man could never afford, trips to Bermuda, beauty
aids, automobiles, dreams."98 (The identification of
paperbacks as belonging to the entertainment industry emerges
as a meta-medial irony – Tomorrow and Tomorrow was
published by Pyramid Books, which only published paperbacks
and, apart from sf, specialised in westerns, mystery novels
and "juvenile delinquent novels".99) The media
industry, including publishing, develops ever more
sophisticated technologies for vicarious experience, relying
on sex to ensure their popular appeal, all of which leads to
the same realisation that the people make in "The City of
the Living Dead": "The make believe was better than
the reality!"100 Through the use of drugs and multisensory,
immersive media, the common man "began to enjoy himself
for the first time because now his entire world was a
make-believe one. He conveniently disposed of the reality,
which no longer served any concrete purpose in his life."101
The novel thus reiterates the moralist critique of
artificial realities so familiar to us by now, but departs
from the established pattern by subjecting this ideological
position itself to critical scrutiny. Collins identifies the
suspicion towards vicarious experience as of distinctly
Puritan origin (going back to "the witch-craft trials"102),
and in a moment of soul-searching, a prominent Realist
questions the mentality of censorship: assumptions of the kind
that "books and movies were causing the widespread use of
narcotics [and] that the delinquency bred and nurtured in our
city schools was a result of the printed word". The
Realists suffer from the double standard which is a common
feature in liberal condemnations of puritan morals, particularly regarding things sexual; they picket films with
sexual content while cheating on their spouses, rejecting
stimulation from books and films while "[propagating]
like rabbits". Ultimately, both the Vikes and the Reels
are guilty of the same mistake, namely, the denial of reality:
"We denied what was by refusing to permit representation
of it, while secretly admitting it existed. The Vikes denied
what was by allowing the representation to replace the reality."103
Both sides are thus fundamentally flawed, and the novel
suggests a more fruitful third position between them. The
Realists seize political power; drugs are banned and the
entertainment industry stifled. Deprived of both chemical and
electronic escape routes, the protagonist, formerly a part of
the entertainment industry, discovers that unmediated reality
heals his fragmented existence and gives a new meaning to
life. He takes long walks, watches children playing in the
snow and discovers the mystery of love. However,
representational technology need not be exiled from this
renaissance of direct experience. Prior to the Realist
takeover, a major breakthrough in the entertainment industry
is developed by the Vikes, familiar from Clarke’s
"Patent Pending", a technique for recording a
subject’s entire input of sensory data. Collins’ satire,
however, suggests a more constructive route than Clarke, as
the novel closes with the protagonist’s decision to bring
this new sensory technology to the president of the Realists,
in the conviction that it "can be used for something good
… for real entertainment", and that it is possible to
"strike a middle ground" between the puritan and the
hedonist positions.104
The tendency of the novel thus stops short of total
condemnation of multisensory media, and holds a position close
to the "content-over-medium"-argument which Bradbury
briefly embraces in Fahrenheit 451. In that novel,
however, there is ultimately an unbridgeable qualitative gap
between the overwhelming passive experience of the television
parlour, and the dialogical experience of the printed word.
The renaissance for culture, history and depth of experience
beckoning at the end is wholly built on books. For Collins,
the difference between literature and visual/sensory media is
one of degree, not of kind. (The differences in
representational modes between the written word and the image,
between coded and iconical modes of representation, are never
acknowledged as an issue.)
But the continuity between literature and other media
emphasized in Tomorrow and Tomorrow is symptomatic of a
decidedly non-romantic view of narrative fiction. The new
sensory device will hopefully be used for "real
entertainment" – a strangely lame phrasing,
disappointing for the reader steeped in a romantic/modernist
view, who would naturally expect to read "art", that
representational activity which transcends the mere technical
representation, and is renowned (among other things) for
giving us a more profound understanding of the world and of
ourselves, even as it helps us escape reality. But the concept
of art is totally absent in Tomorrow and Tomorrow, and
the notion of "entertainment", while straddling
puritan and hedonist conceptions, is never contrasted with
alternative ideas of the aim of the production of fictions.
(One is tempted, of course, to see this stance as reflective
of the writer’s multimedial career, which ranges from crime
fiction to screenplays, stageplays and television, but is
firmly planted in the field of popular fiction.)
The relative abundance of dystopian fictions in the 1950’s,
which project mediated sensory experience as an "electronic
womb", degenerative and detrimental to the individual and
to civilisation, is reflective of the emergence of a
commercial visual culture dominated by television. Since the
50’s, audiovisual media and technologies of sensory
representation and simulation have increased both in number
and sophistication. These new technologies, together with
recent advances in neurophysiology and – above all – the
information revolution of the 1980’s, set the stage for a
reassertion and renegotiation of several of the themes and
motifs set forth by Forster, Manning and Pratt, Clarke et
al in sf narrative. While the themes of regression and
addiction are still prevalent, in recent decades the notion of
artificial or technologically mediated sensory experience has
also been explored in more positive terms.
The 1983 film Brainstorm, directed by Douglas
Trumbull, projects the notion of vicarious, immersive
experience as primarily a communications technology, employing
the idea of direct person-to-person transmission of sensory
data.105 The film aims at verisimilitude by being set in a
contemporary Silicon Valley R&D environment, and by
demonstrating a notably multi-faceted take on the notion of
false or vicarious realities, where disastrous as well as
constructive options remain open to the end.
The technology of recording the visual, auditory, olfactory
and tactile sensations of a subject is initially launched as a
revolution in communications technology rather than
entertainment, and various peaceful applications such as
travel, news and education are projected. These benign,
civic-minded applications are compromised by the inevitable
appearance of a pornographic tape, which the chief of the
laboratory plays in an interminable loop, submerged in a state
of perpetual sexual bliss. A possibly even more sinister use
of the technology of brain-to-brain communication arises in
the film when the military, unsurprisingly, takes over the
project with the intent of developing such diverse
applications as missile guidance systems and brainwashing
techniques. This line of research is refined to the point
where the recording of the subject’s own unconscious psychic
material is recorded and played back simultaneously as a
nightmarish virtual reality. A young boy who is exposed to
such a recording by mistake suffers a severe psychotic
breakdown.
But the utopian aspects of the possibility of such a
technology still dominate the film’s ideological agenda, and
it ends with an eschatological revelation. The danger of
isolation, and not the least sexual isolation, explicitly or
implicitly addressed in all the texts previously discussed, is
directly rejected as Brace, the main character, saves his
marriage by presenting his estranged wife with a recording of
his fondest memories of their marriage, and gets repaid in
kind by connecting to her brain while she plays a classical
piece on the piano. "I never thought I could do
this!" he exclaims euphorically as they are joined in the
creative act. The possibility of direct inter-cerebral
communication, whether in real time or through a recording,
can be seen as a re-figuring of the idealist notion of human
communication released from the compromises and approximations
of language, and the dream of sharing one another’s
existence as one being.
The affinity between idealist thought and a technology
enabling total, non-verbal participation and sharing of
experiences is emphasized in the final sequence of the film,
when the dramatic interest focuses on a tape recorded by a
woman at the moment of her death. The tape is seized by the
military before its contents are known. Brace manages to get
hold of the tape and play it, and then experiences the woman’s
final journey beyond death. This journey forms the climax of
the film, which ends on a religious note with a vaguely
theosophic ring; after a dizzying cosmic journey one enters a
luminous realm populated by butterfly-like entities,
presumably the souls of departed men and women.
The engineering feat of dissolving the ultimate mystery of
existence through advanced technology challenges liberal
humanist assumptions of the ineffable nature of our innermost
beings, while simultaneously confirming the Christian notion
of an "immortal soul" in a
neurophysiological-informational context. However, the film
stops short of a definitive rendering of eschatological
revelations as recordable data, since the tape runs out before
the heavenly sphere is reached. Brace continues the journey
"on his own", and witnesses the angelic abode
without the benefit of the recording – the experience is no
longer vicarious. This feat is left unexplained, and we have
to surmise that his brain-patterns are already set on their
astral course from his partaking of the dead woman’s initial
experiences after death; his own brain has reached a point of
no return. The revelatory near-death experience also entails
his physical near demise and, in the final moments of the film
he is resuscitated by his wife’s desperate pleadings. He
comes back to life filled with spiritual reassurance: "We
made it!"
Thus technology is finally deemed insufficient and/or
unnecessary for the unveiling of the ultimate truths of
existence, literally reaching its limit short of the
transcendental revelation. This can be interpreted as an
acknowledgement of the ineffable dimension of the human
condition, and a confirmation of the humanist position. Then
again, it is a magnetic recording of neurological impulses
which enables the hero to embark on his ascent to the heavenly
spheres, which indicates a post-humanist readiness to embrace
even the profoundest spiritual events within the informational
paradigm. We are faced with an ambiguity as to the true reach
of technology, that is, the extent to which religious and
scientific appraisals of the world are commensurable.
[To the top]
4. The universes of simulation
Although set in Silicon Valley and produced during the
incipient phase of the computer revolution, Brainstorm
makes few references to computers. Digital technology, however,
has broadened and complicated the issues involved, as it has
demonstrated unprecedented powers as a tool for creating
simulated worlds. This has been demonstrated in computer
games, and, most spectacularly, in the technology known as
virtual reality or VR, where the user dons electronic headgear
and gloves, and becomes immersed in a digitally rendered
three-dimensional environment, a virtual space where he or she
is able to move about and manipulate objects.
Computer generated environments of this sort stress the
distinction between representation and simulation, with
important ideological repercussions.106 Traditionally, simulation
suggests counterfeit, pretense, etc., and can be applied to
any of the fictional technologies discussed above, but after
the rise of computer technology it is mainly understood as a
model of a system, a coded construct generated from
mathematical data. By virtue of being a written construct and
not an analogous reproduction, recorded or otherwise, the
simulation attains a phenomenal independence from any
pre-existing reality. It is, as it were, a reality all its own,
as malleable as its code is rewritable, a spatial and temporal
event devised in, but independent of, ordinary space and time.
The physically real is (among other things) that which is
subject to manipulation, and even the simplest 3D structure of
a CAD-program, such as a wire-frame cube, entice us with its
seeming corporeality as we rotate it at our leisure. Physical
reality is also that which surrounds us, and that through which we
move. VR, too, exhibits these two other properties of reality
by being immersive, enclosing the user from all spatial
directions, and by offering the possibility of navigation.107 But
the "virtual" of VR signals the absence of material
attributes (such as weight and mass) which are commonly
associated with notions of the physically real. We interact
with the VR environment according to the spatial parameters of
the natural world, but its lack of tactile materiality informs
us that it is mere "illusion".
Moreover, and, from the viewpoint of the liberal humanism
articulated in the dystopian tradition, more importantly, the
simulated realities of VR can be seen as emblematic of a
feature which conventional media lacked, that is, agency –
the ability to affect the course of events in the virtual
world in accordance with one’s own will and intentions.108
These features make computer technology more or less immune to
much of the criticism of the artificial experience which we
saw developed in the dystopian tradition initiated by E. M.
Forster, where the human subject is consistently posited as a
passive consumer. These counterfeit worlds let the user look,
listen, smell and feel, but not act. (In "The City of the
Living Dead", which is the most technically detailed of
the works discussed so far, we do not learn definitively
whether the subject possesses agency in relation to the
simulated environments or just experiences his subjective
presence in them passively. The machine provides nervous
impulses which convince the subject that he or she is "making
the correct motions", but the adventure is pre-recorded
and "always [ends] happily".109)
During the early 1990’s, virtual reality received an
enormous amount of attention in the media, where it quickly
merged with the concept of cyberspace. Even though the
experience itself provided a crude, choppy and even nauseating
artificial world, it was met with excitement and anxiety. The
computer seemed to provide both "the instruments and the
heavenly material" – hardware and software –
necessary to fulfill Ficino’s previously cited dream of man
as divine creator and to fulfill the idealist dream of
conquering imperfect reality. The millenarian enthusiasm among
advocates of VR was evident from the obvious impatience with
the limitations of the present state of the technology, and
the pervasive conflation in cyberspace discourse of what had actually been achieved within the field with mere
expectations. An influential MIT anthology published in 1991
is replete with utopian images formulated in the present tense.
The editor hails VR as "a parallel universe" with
"sights, sounds, presences never seen on the surface of
the earth blossoming in a vast electronic night",110 and one
critic indulges in a vision of the "cybernaut"
disengaged from the real world: "The cybernaut seated
before us, strapped into sensory input devices, appears to be,
and is indeed, lost to this world. Suspended in computer space,
the cybernaut leaves the body and emerges in a world of
digital sensation."111 Another proponent describes it as
"a habitat for the imagination", using oxymorons to
evoke an almost apocalyptic atmosphere: "the place where
conscious dreaming meets subconscious dreaming, a landscape of
rational magic, of mystical reason, the locus and triumph of
poetry over poverty, of ‘it-can-be-so’ over ‘it-should-be-so.’"112
These more or less idealist perceptions of the new
technology reflect the assumption, rooted in seventeenth
century rationalism, that all the significant aspects of what
we call "reality", no matter how complex and elusive,
are subject to mathematical formulation, and hence possible to
reproduce or simulate in digital form.113 The computer revolution
and the opening up of the cyberspace frontier is one of the
key events in a set of radical transformations of all things
human, and we are reported to be entering a
"posthuman" condition, as an outdated
humanist-liberal-romantic paradigm for defining human
existence is replaced by a cybernetic-informational paradigm,
according to which the world and everything in it, ourselves
included, are defined in terms of information. In our
digital age, this frequently told story goes, a number of
previously unquestioned basic conceptual distinctions are
being erased by the informational paradigm: human – machine;
simulation – reality; nature – artifice.114 The prospect of
cyberspace as a full-fledged parallel world, free of the
imperfections which mar our sublunary realm, is thus closely
allied with, or even inseparable from, the prospect of the
human body entering a symbiosis with the machine in a cyborg
corporeality. Naturally, this kind of scenario also holds a
special fascination for those eager to see Homo sapiens
propelled into a more advanced evolutionary stage.
While this kind of high-tech metaphysics has thrived among
researchers, in fringe academics and various pop culture
formations over the last ten years or so, even some of those
principally in favour of the new technologies have urged
caution, in terms evocative of the dystopian tradition
discussed above. "Even in the age of the technosocial
subject", Allucquere Rosanne Stone reminds us, "life
is lived through bodies", while Michael Heim urges us not
to lose touch with "the body people who remain rooted in
the energies of the earth".115 Cyberculture critic Erik
Davis, drawing on Baudrillard, warns us that the onslaught of
digital information deprives us of "the capacity to speak
and act from within, and [that] communication is reduced to a
reactive, almost technical operation. And so we drown,
believing that to drown is to surf."116
Both the hopes and the fears
surrounding virtual reality and related technologies have been
articulated largely under the influence of a single work of
fiction, William Gibson’s science fiction novel Neuromancer
(1984). The novel was quickly established as the pivotal
literary document of a postmodern form of science fiction,
labelled cyberpunk, which has reached a degree of critical
acceptance denied earlier genre sf, as testified by Frederic
Jameson’s frequently quoted declaration of cyberpunk as
"the supreme literary expression if not of
postmodernism, then of late capitalism itself".117 Cyberpunk
describes a world which is post-literate and media-saturated,
and is consequently replete with references to rock music,
film, fashion and the world of advertising. Its relevance has
also consistently been defined in relation to other cultural
products such as film (Blade Runner, RoboCop, The
Terminator) and cultural criticism (Baudrillard, Donna
Haraway, Arthur and Marie-Louise Kroker, etc.). Neuromancer
has subsequently exerted a vast influence on popular
expectations as to where post-industrial society is headed (most
evidently so in the fact that the book, famously, gave
currency to the term "cyberspace"), so much so that
one critic feels compelled to open an essay on the history of
cybernetics with the reminder that virtual reality "did
not spring […] full-blown from the mind of William
Gibson."118
Neuromancer anticipates the Internet in terms
evoking the technological sublime, as the global data
network, called "the matrix" or
"cyberspace", is accessed through a direct neural
interface which renders it a wholly immersive, multisensory
parallel reality, a luminous vista of otherworldly beauty
where the world’s data banks are structured in perfect
geometries and vertiginous perspectives. The protagonist Case
is a hacker or "console cowboy", and to him and to
his brethren this immaterial vista represents a freedom and
existential plenitude which ordinary reality cannot provide.
At the outset of the convoluted narrative, he has been
subjected to surgery that makes him unable to "jack
in", which he experiences as an existential loss:
"still he’d see the matrix in his sleep, bright
lattices of logic unfolding across that colorless void. [---]
the dreams came on in the Japanese night like livewire voodoo,
and he’d cry for it, cry in his sleep, and wake alone in the
dark, […] trying to reach the console that wasn’t there."119
Case’s desire for "bright lattices of logic"
evokes the erotic ascent described in The Symposium,
according to which the world of the senses is continuous with
the world of ideas through eros: the love of beauty
progresses from carnal desire to ever higher objects, until it
fastens itself to the idea of beauty itself.120 Case’s
exile from cyberspace is further portrayed as a fall from
grace in a gnostic sense, in a frequently quoted passage:
"For Case, who’d lived in the bodiless exultation of
cyberspace, it was the Fall. [---] The body was meat. Case
fell into the prison of his own flesh."121 His
first return is rendered in terms reminiscent of the gnostic
notion of the return of the soul to pleroma, its true
and boundless celestial abode:
And flowed, flowered for him, fluid neon origami trick, the
unfolding of his distanceless home, his country, transparent
3D chessboard extending to infinity. Inner eye opening to the
stepped scarlet pyramid of the Eastern Seaboard Fission
Authority burning beyond the green cubes of Mitsubishi Bank of
America, and high and very far away he saw the spiral arms of
military systems, forever beyond his reach.122
Such poetic passages read as confirmations of the utopian
or even transcendental aspects of a computer simulated reality,
and thus would have us locate the novel, and the VR technology
it projects, well outside the dystopian humanistic tradition
of Forster et al and in the realm of cyber-utopianism.
But cyberpunk reflects the death of "grand
narratives" by avoiding the socially well-rounded,
ideologically self-aware and monolithic future societies of
the modernist era, and instead stresses the de-centeredness,
fragmentation and absence of unifying ideologies commonly
associated with late capitalism. In Neuromancer, this
is largely achieved through a narrative strategy which
pointedly circumvents the didacticism common in earlier sf,
and which in itself serves as a metaphor for the fragmentation
of the world in which it is set. The reader is enticed into
reconstructing the wider social and historical dynamics of
this imagined future through bits and pieces of information,
provided through asides, fragments of newscasts, etc. But the
whole story of how this future happened is never told, and
Gibson’s consistent use of point of view also limits the
perspective to that of his protagonists, self-serving
individuals all of whom occupy marginal social positions.
Hence, there is nothing to suggest that the transcendent
meaning of cyberspace, no matter how acutely felt by Case and
his fellow cowboys, is a socially widespread or politically
significant phenomenon.
Form harbours ideology, and the refusal to present the
imagined future in a unifying, inclusive perspective precludes
any attempts to label Neuromancer as either dystopian
or utopian, and goes a long way forward to explaining the
radical "newness" of cyberpunk as a literary
phenomenon. Neuromancer was regarded by some critics
not as a "mere" novel, but rather as a conceptual
map or key to the new cultural terrain of the post-industrial
society. LSD-prophet-turned-Internet-prophet Timothy Leary,
never hesitant to overstate the case, claimed that Gibson
"had produced nothing less than the underlying myth, the
core legend, of the next stage of human evolution".123
Media theorist Douglas Kellner claims that Gibson forms a sort
of social theory, continuing the critical tradition of Jean
Baudrillard and "mapping our present from the vantage
point of his imagined future", "charting the ways
that new technologies are impacting on human life creating new
individuals and new technological environments".124 Film
theorist Scott Bukatman attempts to convey the post-literary
status of Neuromancer by referring to it as a
cyberspace in its own right, a metafictive project aimed at
bringing the "complexities of cybernetic culture to a
kind of [...] sensible [...] cognitive experience". Its
technical jargon and "absence of traditional pacing"
makes the novel "best experienced as something other than
narrative", and the non-literary method for reading Neuromancer
is finally described metaphorically, in terms of the
post-literate activity the novel’s protagonist excels in:
"The reader must jack into Neuromancer – it’s
a novel for would-be cyberspace cowboys."125
While such statements seem to be obvious attempts to pry
the novel away from the clutches of literary tradition, in
fact Neuromancer continues the humanist tradition in
more direct ways than most commentaries of the novel would
have us believe, but, again, without the totalising claims of
the older tradition.126 In the passage where Case conceives the
matrix as "his distanceless home", there is nothing
to suggest that his excitement is not genuine, but it is
rendered ironic by the presence of the vast economic power
structures which define and uphold cyberspace. The cube and
the pyramid, ideal geometries constructed on an immaterial
plane, are here appropriated and turned into logotypes by
corporate and governmental interests. (A steel combine is
represented by pink spheres.127) The astronomical representation
adopted by the military also has an idealist significance, as
celestial phenomena traditionally are invested with
transcendent symbolism. The "distanceless home" may
be superficially presented as a digital pleroma, but it is
closer to the realm of the demiurge.128
The idealist potentials of cyberspace thus seem both
affirmed and compromised in Gibson’s vision, but the
information technologies are portrayed as less ambivalent
instruments of disempowering the individual in the
representational medium called simstim (simulated stimuli),
a technology for recording/transmitting sensory data of the
kind suggested by Manning and Pratt, and elaborated by Clarke
and in Brainstorm. Despite its name, simstim is not a
technology of simulation, but rather one of representation,
which places the user in a wholly passive receptive role. In
the self-consciously pseudo-idealist ethos of the console
cowboys, simstim is contrasted to cyberspace’s parallel
universe and, in spite of the close technical correlations,
dismissed as a medium appealing to base sensuality, in much
the same way as Huxley’s feelies:
Cowboys didn’t get into simstim […] because it was
basically a meat toy. He knew that the trodes [= electrodes]
he used and the little plastic tiara dangling from a simstim
deck were basically the same, and that the cyberspace matrix
was actually a drastic simplification of the human sensorium,
at least in terms of presentation, but simstim itself struck
him as a gratuitous multiplication of flesh input.129
Case’s disdainful attitude is articulated from an
outsider position characterised by personal autonomy,
signalled already by the mythical associations of the
designation "cowboy". Simstim’s dominating
application is commercial, the basis for a huge media industry
where its role is anything but emancipatory. This is
elaborated in the second installment of the Cyberspace trilogy,
Count Zero (1986), in which a lower middle-class woman’s
addiction to simstim soap operas, with titles such as
"People of Importance" and "Atlanta", is
described from the viewpoint of her neglected, teenaged son:
He knew her, yeah, how she’d come through the door with a
wrapped bottle under her arm, not even take her coat off, just
go straight over and jack into the Hitachi, soap her brains
out good for six solid hours. Her eyes would unfocus, and
sometimes, if it was a really good episode, she’d drool a
little. [---] She’d always been like that, as long as he
could remember, gradually sliding deeper into her half-dozen
synthetic lives, sequential simstim fantasies Bobby had had to
hear about all his life.130
The situation reproduces Forster’s dystopian scenario in
"The Machine Stops": the loss of bodily dignity, and
the deterioration of parental relationships are portrayed as
consequences of technologies of mediated experience. Of course,
Gibson’s bleak portrayal of disempowered lower middle-class
existence in the information-saturated near future takes its
departure from the well-known "parallel
life"-syndrome familiar from daytime television. Gibson’s
simstim thus emerges as a means for controlling the masses,
but its consumers are even further removed from the arenas of
political influence than are soap opera addicts, and confined
to a full-fledged alternate existence. But whereas Kuno, in
"The Machine Stops", seeks validation and freedom in
nature, in his body and in history, the boy in the previous
quote seeks it by becoming a console cowboy and mastering the
matrix. Technology has, indeed, become second nature.
Soaring through the matrix in "bodiless exultation",
and wasting one’s life in vicariously experienced glamorous
identities seem to be two activities located at the polar ends
of the utopian-dystopian spectrum inferrable from IT. But
humanist scepticism towards artificial experience also informs
the way Gibson contextualises cyberspace existence. The
disembodied sensorium degrades the body, and reduces the
richness of social interaction which presupposes the corporeal.
The drooling woman engulfed in simstims, oblivious to the
world, is not a less disparaging image than the one of Case,
the outlaw cowboy hacker, using a catheter for longer sessions
in cyberspace. During the complicated finale, Case is hooked
up to the female protagonist Molly’s sensory input by
simstim. He sees through her eyes, and suddenly finds himself
staring at himself jacked into the computer: "a
white-faced, wasted figure, afloat in a loose fetal crouch, a
cyberspace deck between its thighs, a band of silver trodes
above closed, shadowed eyes. The man’s cheeks were hollowed
with a day’s growth of dark beard, his face slick with sweat."131
The white complexion and "fetal crouch" is
suggestive of the notion of the "electronic womb",
and connects to the embryonic theme initiated by Forster and
elaborated by Huxley, Bradbury and Gunn. Bobby, the boy
abandoned by his simstim-addicted mother in Count Zero, resurfaces in the
trilogy’s final installment Mona Lisa Overdrive
(1988) in even worse physical shape than Case: perpetually
submerged in a virtual reality, reeking of urine and hooked up
to a life-support system.132
Bodily neglect is rationalised in the contempt console
cowboys feel for "meat". Case re-enacts des
Esseintes’ disdain of physical movement in the terse
observation that "travel was a meat thing",133 and is
instinctively provoked by "the Zionites", a band of
Rastafarians who are suspicious of cyberspace and whose
pre-informational social code acknowledges the body: "The
Zionites always touched you when they were talking, hands on
your shoulder. [Case] didn’t like that."134 And just as
bodily contact repels Case, so does artificial experience
repel the Rastafarians. Case invites Aerol, one of the
Zionites, to jack into cyberspace. The judgment is as terse as
it is telling: "’What did you see, man?’ [Case asked.]
‘Babylon,’ Aerol said, sadly".135 From the perspective
of the Zionites, the pseudo-Platonic conception of cyberspace
as a realm of spiritual emancipation is compromised by the
humanist view, familiar from Forster, of disembodied
interaction as an unnatural and morally dubious human state.136
- The novel’s fundamental ambiguity is manifested in the
final pages and the literal splitting of the protagonist
in two versions, one still bound by "meat", one
downloaded in the matrix. It turns out that Case and his
cohorts have been used as instruments by an artificial
intelligence, with the object of merging itself with the
matrix into an omniscient, God-like consciousness – a
classic sf theme. When this new entity appears on a
television screen to explain the new state of affairs,
Case smashes the screen and exclaims, "I don’t need
you!".137 The Luddite gesture, affirming human autonomy
and dignity in the face of omnipotent technology, is
contrasted by the following scene, the last one in the
novel, in which we learn that a "virtual" Case,
a digital version of him, dwells in the matrix together
with a long-lost girlfriend, immortal, in a state of
innocence and peace denied him in his fallen "meat"
existence. Technology never fails to betray us, and never
ceases to beckon with its promise to plant the Garden here,
on earth, in the midst of human history.
Neuromancer’s integration of a number of established
dystopian elements in a text which ultimately denies us a
dystopian reading, can be seen as part of a narrative
bricolage-technique so typical of postmodernism, a borrowing
or "recycling" of motifs from previous cultural
products, including not only sf but also mainstream literature
and rock music.138 But an intertextual approach to the work does
not preclude a reading of it as "realistic", that
is, as an attempt to portray the information revolution as
lived reality, a condition in which people go about their
business without necessarily taking on the role of either
victims or Luddite rebels, or in which they do a little bit of
both.139 Read as such, the references to Forster and Huxley
rather testify to the continued significance of the tradition
inaugurated by them. This is not the place to evaluate these
texts in terms of prophetic precision, or compare them to what
we now know of some of the human effects of information
technologies, but living in an age when more and more time is
spent communicating through machines and staring at electronic
screens, we would have to be severely limited in our
imagination not to appreciate the unsettling relevance of
these visions.
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About the Author
Svante Lovén has a Ph.D. in Comparative Literature from
Uppsala University where he holds a position as lecturer and
researcher. His interests include science fiction and the
relationships between literature, science and technology,
topics which he has also covered as a critic for the Svenska
Dagbladet. Together with Johan Svedjedal, he has devised
the masters degree course "The narrative cultures of the
information society" at Uppsala University, which has
been offered since 1999 with Svedjedal and Lovén as teachers.
The research for this article was funded by a grant from
the Johnson Foundation.
E-mail: Svante.Loven@littvet.uu.se
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Notes
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Senast uppdaterad: 2002-10-29
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