Note: This was the system I proposed, tongue-in-cheek (I missed), last year for the Hugos (for the noms process, not the actual vote). It's the basis for what we've ended up doing with the Sputniks, although it's a little different.
Each nominator gets four slots in each category. They're not ranked, exactly, but they are classed. It might be:
BEST NOVEL
Hedgehog: 25 HP, +5 damage vs. witch
Dalek: 25 HP, +5 damage vs. hedgehog
Witch: 25 HP, +5 damage vs. dalek
Mithril Mech: 30 HP, begins in herald slot
... so for best novel, my ballot might look like this:
Hedgehog: Jeff VanderMeer, Southern Reach
Dalek: Cixin Liu, The Three Body Problem
Witch: Adam Roberts, Bete
MM: Ann Leckie, Ancillary Sword
With each round of voting, each party is randomly paired with another. If the heralds are the same (i.e. in round one, if my ballot encounters another Ancillary Sword mithril mech) then both ballots survive intact and unchanged into the next round. Otherwise, a champion is randomly selected from the non-herald party members of each ballot.
Then:
(1) if the champions happen to be the same (e.g. my Southern Reach bumps into another Southern Reach) then the champions move into the heralds slots, but no damage is inflicted, and both ballots survive otherwise unaltered into the next round.
(2) otherwise, both nominations take damage according to their class. For example, say my Southern Reach hedgehog gets paired against a John Scalzi Lock In dalek. My nomination loses fifteen Hit Points, and the Lock In nomination loses ten (my quills aren't much use against the dalek's armour plating and selfie-stick).
Nominations that have fallen to zero Hit Points are eliminated, and a new round begins.
The cycle continues until all except five novels have been eliminated, comprising the short list.
Each nominator also receives an automated personalised chronicle of their ballot's encounters and deeds. Nominators may also opt to make their ballot non-anonymous, so that their names come up in the battle reports of other nominators with whom they have friendly or warlike encounters. ("I literally met Hoyt in the fourth round! Her Correia Witch kicked my Leckie Dalek's ass.")
I'm not sure when it will be out, but I have another strange story coming out, this one in MIT Technology Review's Twelve Tomorrows which is available for pre-order. (I took everything way too literally and put in loads of reviews of technology). There's some sweet hype from io9 here. io9 you do come from the future!
Elsewhere: I think I finished this one before Google's DeepDream went viral and showed the internet what we had long suspected, that our monads are puppyslugs. But for what it's worth, this story definitely goes into DeepDream-type territory, so here's an interesting Medium piece by Kyle McDonald on more recent imagery generated through deep convolutional neural networks. Earlier: I read TT 2014, by the way, and it has some great work in it (two of which are mentioned in my economic speculative fiction listicle. Speculonomics. Fictisticle.).
Later: There is more to story to tell about that world (because it's this world) so hopefully there will be some kind of sequel / prequel / interquel before too long.
Note: I figure NeurodiversiME partly works by scraping and sculpting content, so a few micro-plagiarisms are appropriate. Max Black ICE or whevs, come at me, orbs.
Lunar Lander is a game for owlish adolescents and gentle old hippies. It is qualitatively different from any other game. Most video creations stress a certain sort of game-activity. Missile Command is a game of interception, Lunar Rescue of dodging, PacMan of munch-accumulation (which perhaps explains why it is the only video game with any kind of following among women). Most games, of course, are games of blasting, wasting, creaming, smashing. Lunar Lander, on the other hand, is simply a game of landing.
No ghouls or hellcats lurk on the rocky moon where Lander lands; no rockets, photons or zipships buzz its slow descent. This is a game without aliens, without adversaries. The only enemy is the player’s own hamfistedness.
Like Asteroids, the Lunar screen is simply a matter of outline, white on black. The effect is well-defined, pristine, classy: it makes many of the more colourful games look like an infant’s paintbox or a cutprice carpet. The Lander’s module comes bleeping in over the spiky terrain. Various landing sites are indicated – graded according to difficulty (though I confess that I’ve never really seen the difference: once you get down to Landing, they’re all pretty much the same). Rotating right or left, and steadying the pod with deft surges on the reverse-thrust console, the Lander picks his spot and gingerly / descends, counteracting the simulated gravitational pull, friction and momentum.
As you home in on the flat landing-pad, the game pulls its best stunt: you switch to close-up. The landing then becomes a question of ticklish fine-tuning, as you adjust and correct and over-correct and re-adjust for touchdown. There are several grades of landing (good, hard, crash), as indeed there are four grades of ‘mission’ (Training, Cadet, Prime and Command – selectable at the beginning of the game), and points are awarded accordingly. The controls are beautifully responsive, though on any mission more advanced than Training you are going to have frequent recourse to the Abort button, which gives you escape thrust and resets the display for a fresh attempt. That little pod goes twirling out of control very easily, and no amount of thrust will tame it back into line.
The top of the screen is adorned with altimeters and speedos and fuel readings, most of which can be safely ignored. Don’t bother with the readouts: just put more money in the slot.
... a novelette about the games people play, available today on Kindle, for about 99p.
Stars, suggestions, reviews & feedback appreciated as always. (There have been one or two tweaks already: 1.04th edition is the latest version. Early adopters may have a vestigial "on" and a missing "rain"). Maybe I should add more scalded flesh and brimstone?
The second one is really about trying to define gamification -- define it in a way that doesn't take the concept of a game for granted, a way that doesn't commit you to believing all that stuff about intrinsic and extrinsic motivation (unless you want to), and in a way that accommodates obvious examples of gamification like Khan Academy, but also just about includes non-digital stuff -- basic labour movement accomplishments (eight hour working day, health and safety), improvised coping mechanisms that are pretty much all in the head (like smooshed up mountaineer Joe Simpson's heroically disciplinary descent).
Sometimes you sit on the floor covered in ink and staples. Sometimes you email a file to a copyshop and turn up a week later to carry a box of books too heavy for humans to carry. Sometimes you use Lulu or CreateSpace or Lightning Source or the ship replicators.
Anyway, there are choices to make and conversations to have along the way, and at the end of it, hopefully, are some people reading some books.
We are still living through an era of experiments into the possibilities of online crowds and the IRL populations attached to them. We have Wikipedia. We have TaskRabbit and we have Tinder (or they have us).
In some respects, the book has been a major locus of such transformative energies. You know the stuff: the rise of the ebook, of print-on-demand, the transformation of vanity and boutique publishing into indie authorship, the spillover of authorship onto online platforms, various ginormous digitisation projects, crowdfunding patronage, a few intriguing examples of automated authorship and/or publication.
But in other respects, books have yet to receive the full "online collaborative production" treatment (see note 1). There is no online tool which breaks down book production, at a very fine grain, into its various stakeholders and their various capacities and rapacious desires.
Maybe things will stay that way, and maybe it's great that they will.
But, as usual, I'm going to imagine what it could be like if things were to change. (Part of what's interesting about this is extrapolating to production more generally. But I'll stick with publishing, for now anyway).
The Future of Publishing (or whatever)
(1) First the lite version. Imagine you've seen a link; you've taken the bait; you've logged in.
Now you're on the Project Page, where you are invited to participate: as an author, a chief editor, a slushpile reader, a fan, a designer, a typesetter, a copyeditor, a proofreader, a reviewer, a printer, a publicist, a reader, as something else, as several or all of the above. You also have capacity to invite people in your networks onto the project, in a particular capacity if you like.
Maybe some of these options are greyed out. For simplicity, let's say the project is a short story anthology, and you're invited to contribute either as a reader or as an author.
Selecting these options opens an array of other options. If you come in as a reader, you can pledge money, and in return of course you'll get your copy or copies (and perhaps you'll get your Unbound/Kickstarter-style prizes: a signed limited edition, a few pages of the handwritten MS, a freshly-worn item of authorial garb, etc.).
But now it gets interesting. Designers and coaxers have been crafty, so you also get a say in what the book might contain, its format and appearance, its production timescale, etc. I picture there being slider bars: you don't pledge an amount, you pledge a spread.
If you like, you tick a bunch of "nice to have" boxes, and perhaps arrange them in some kind of order of priority. If production goes ahead in a way which conforms closely to your preferences, you'll pay near the top of the spread. If it wasn't quite what you're looking for, you'll pay the cheaper price. That part of the display might be a bit like this:
. . . only different. Everything is accompanied by fruitful bloopy noises, making quantifying and tinkering your consumer preferences, whilst sporting the mingled air of financier, impresario and artistic genius, entirely irresistible.
An "advanced" tab allows you to create preference dependency trees and weight and interrelate your preferences in complex ways. The realm of professional and quasi-professional intermediaries and their bots, perhaps, looking for a way to scoop a few cents out of the process.
In the "advanced" tab you're also exercising your discretion over the project as a whole. Perhaps it is important to you not merely that you get a particular object in the post, but that said object makes a bid for a particular cultural standing: in other words, it's important to you that a certain print run is established, that certain distribution channels are used, and so on. You don't want a book nobody else has read.
What about prospective authors? There's a similar glittering control panel awaiting them. The key dynamic to be captured here is risk (see note 2) and return. What texts and what rights to them are you offering? What value are you placing on editorial feedback, or on receiving reviews or scholarly commentary, or having your work illustrated or responded to in some other way? How many copies of your text do you want to be out there in the world? What royalties are you looking for? Are you willing to support the project financially, or do you perhaps expect upfront financial compensation? Set your sliders and pray for the best!
Obviously, any stakeholder can originate a project: it might be a prospective reader who has a very OTM hankering. Quasi-divine editors and authors may vie to realise the vision implicit in that prospective reader's pang. The site constantly analyses the pledges and preferences of the various stakeholders, trying to figure out a form in which the project can go ahead.
Any function can also subsidise or tax any other function. For instance, as an author, using a bolt-on third party app, your Goodreads tastes could be reflected in the kinds of bids you offer: you automatically reduce the royalties / advances you require, or increase the backing you offer, whenever you might appear alongside your literary heroes. Or you may be willing to sign up to write a certain something on the proviso that a specific person signs up to read it. Or your willingness to write a review may give you a free book and/or influence in the project, unlocking funding streams from other stakeholders' author and editor tabs.
Perhaps the editorial function, rather than accepting or rejecting submissions outright, involves -- that's right -- another slider. You, obscure author, have submitted your terrible story to this high-profile anthology of luminaries, all of them writing at the top of their game. It's not that you've been rejected exactly. It's just that, well, you'd need to be supporting the project to the tune of $20,000 before the effect of your terrible writing and your vague face can be balanced out.
There arise some interesting questions about transparency. Are such editorial rankings public? Are author financial contributions public?
Perhaps the whole system is integrated into a collaborative desktop publishing system too: InDesign meets Google Docs.
(2) Let's take this a little further. In trying to fit a project to a variety of preferences, there's an issue about how bespoke these books should be able to be. A funding threshold may be reached more quickly if multiple versions are produced: reader bloc A wants cover A, reader bloc B wants cover B, so why not make both? If you want to print an anthology of the year's best genre fiction, why not give every reader an anthology of their personal favourite genre authors? Where do we draw the line between a book which exists in several different versions, and a whole range of diverse objects that are grouped together primarily by the finance which underpins them?
There are centripetal and centrifugal forces, and these will partly be expressed in the positions taken by various stakeholders. For instance, an author may set a minimum print run thresholds. They may not be satisfied to have their work dribble out in two copies here, three copies there. A critic or a reviewer also needs a copy of a book which is materially similar to somebody else's copy. So does a fan, in fact! Perhaps the fan stakeholder is partly distinguished from the reader stakeholder insofar as the fan wants a social experience: it's important to the fan that these books don't get too bespoke.
Perhaps there's even an overall slider for project homogeneity per se, that is, a slider for acceptable levels of diffusion from Platonic essence to family resemblance. Interesting questions arise for librarians.
But then again ... we're getting used to the highly bespoke -- or at least highly individuated -- interlaced palimpsests of Twitter and Facebook. Maybe it's enough that we read the same authors, or feeds, or brands, to satisfy the desire to feel part of something larger. Maybe we don't need to also read the same books, or to back the same projects.
So maybe the idea of the "project" can go out the window. And what can come in the window is an Amazon drone bearing an "anthology," in a codex print run of two, that contains two stories by two authors you like, plus another story by an author your neighbour likes (your neighbour just got the other half of the print run), plus another story by a self-appointed (and self-funded) up-and-coming author convinced they're about to hook you, plus a whole bunch of spam and marketing and advertising and stuff, some of it disguised as other stories.
Of course, you are more discerning. You require an originator, a custodian. You would never give your attention, let alone your financial support, to that kind of cheap algorithmic palimpsest, whose entire existence is owed to its mariginal economic feasibility, whose totality has never been sanctioned by human eyes, hands, hearts.
Don't worry, there's a slider for you too.
*
Note 1: In some ways, "collaborative" is a misnomer, because it carries implications of getting to know your collaborators, working through differences together, persuading your collaborators or allowing yourself to be persuaded, reaching compromises or transcending problems, building solidarity, trust and respect, etc. The kinds of online environments I'm thinking of typically try to minimise this kind of collaboration; they let people collectively contribute to a project without collaborating in the sense just described. They are liberalisations more than democratizations. They develop a particular kind of rule of law which helps to orient liberalised behaviour towards a particular task, architecturally imposing a particular kind of wisdom on the flow of the crowd. They have a close relationship with gamification. Often numerical reputation / experience rankings substitute for more intuitive, informal patterns of trust and obligation. The system outlined above certain implies this Top Trumps reductivism. While the deck of authors, critics, reviewers, editors etc. must of course evolve automatically, I nominate myself to establish the seed values.
Note 2: On some projects, all sales may be advance subscriptions, and opportunities for investment may be negligible. On other projects, financial support could be conditional on opportunities for financial return. Here's one possible model, a kind of tiered structure establishing priority in dividends. Say there are four tiers of investor. Profits are split 50% / 25% / 12.5% / 12.5% until all platinum investors have recouped their costs. Profits are then split 12.5% / 50% / 25% / 12.5% until all gold investors have recouped their costs (although this may have already happened, of course). Profits are then split 12.5% / 12.5% / 50% / 25% until all silver investors have recouped their costs; profits are then split 12.5% / 12.5% / 12.5% / 82.5% until all investors have recouped their costs. Profits thereafter are split in proportion to the amount pledged, and are no longer weighted according to the tiered investment levels. (See note 3). You might set your sliders to specify that you'd be willing to pledge $100 as a platinum level investor, $75 as a gold level investor, $50 as a silver investor, or $25 as a bronze investor.
Note 3: Alternative. There could be a fancier incentive structure, involving reversing the weighting once all investments have been recouped: say, 50% / 75% / 125% / 150% (multiplied of course by the amount you've pledged). So platinum investors recoup their investment more quickly but make less the project proves long-term profitable. Bronze investors risk losing everything, but start to make more serious money once everyone has been paid off. (Under such a system the tiers should probably be labeled differently: bronze just doesn't do justice to the kind of sexy book gambler you are).
Pool resources to lightly monetise in-game points. Pecuniary homeopathy. A tincture of the Scotch groat in the Mario DING DING.
Khan Academy is teaching me to add, subtract and multiply. I am glad that they award me leaves, for all the usual reasons: quantifying accomplishments, setting goals, tracking my progress, etc. But I feel a mild sense of sorrow and embarrassment when Khan Academy awards me leaves on the basis of some prior wisdom, and I know I haven't learned anything new. I've just conned Khan out of some leaves, and instead of celebrating, I lament the discrepancy between my leaf levels and my numeracy. Khan leaves aren't a reliable store of value after all! I feel bitterly the meaninglessness of all Khan leaves.
So here's another scheme. A mechanism for gamified experiences which allows users to pledge money upfront, which gets slowly fed back to them in the form of in-game currency.
And you know what? I'm going to remove the rest of this post and transform it into a sort of sparse, near future, slightly Doctorowish story. It's going to have trees and things that aren't strictly relevant but will set the scene. And then I'm going to send it to magazines and things. So just you wait.
What is gamification? You could describe it as the extension of principles of game design, with or without the language of games themselves, into new territories. Gamification in this sense tries to transform tedious tasks into fun ones, or at least into less intimidating tasks.
Jane McGonigal, in her polemic Reality is Broken, outlines a kind of phenomenology of gameplay, complete with gameplay-specific emotions (Fiero, Epic Win, etc.). For McGonigal, gamification is about introducing these feelings into socially necessary or useful practices. And perhaps you could think of gamification as finding ways to introduce all kinds of positive feelings – not just those associated with gameplay – into socially necessary or useful practices. In this approach, gamification is about turning the means to an end into ends in and of themselves.
A slightly different way of understanding gamification, however, is simply as a specific set of conventions for communicating an incentive structure. The incentive structure may be backed up by storytelling and rhetoric, by quantifiable status within a community, by money or some other kind of claims on goods and services, or perhaps by nothing at all. The conventions – effectively an ensemble of data visualisation/conceptualisation techniques, such as a character class system, an array of interrelated stats, the chance to level up, the accumulation and completion of quests and side quests, bosses to defeat, achievements to unlock, and a leaderboard to scale – originate with computer games, but don’t have any necessary link with them.
Here’s an illustration of how gamification, understood in this second sense, might be used to create a new kind of current account product.
Most banks are inherently unstable insofar as they loan long and borrow short. They face a maturity mismatch problem. Most deposits tend to be short term. Most loans tend to be long term – mortgages, for instance. The bank can’t turn up at somebody's house, type in its PIN, and withdraw the £100,000 equity it owns in that person's house.
Did you know you can now bank online?
In a gamified current account, a depositor would be asked on a regular basis to log in and set withdrawal requirements for the next time period.
For the depositor, the aim of the game is to choose withdrawal requirements which are as low as possible, and then stick to them. There will be financial rewards for doing this successfully, and financial penalties for doing it poorly.
To take a very simple example, say a current account holder has $100 on deposit. The account holder decides that they will never require more than $40 net throughout the next quarter. They set the slider to $50 (giving themselves a $10 buffer) and click “commit.” So for the next three months, $50 is on loan to the bank at a very low rate of interest as a sight deposit – the account holder can withdraw it whenever they want – and the other $50 is a kind of short-term bond, earning a higher rate of interest. If the account holder withdraws more than $50 over the next quarter, they are effectively selling part of their bond before it reaches maturity – i.e. at a lower value.
When the account holder does not actively set the slider, the account eventually reverts to an ordinary current account, until whenever the account holder next chooses to play. There could be one or two other mechanisms: unlocking achievements to give the account holder one-off liquidity boosts, etc.
As a side note, there could even perhaps be a social / community aspect to this system. For instance, account holders could ratchet up a score when they transfer their excess liquidity to account holders who need it (who have underestimated their liquidity needs for the period). I am intrigued by the possibility that different ways of communicatively integrating a group of borrowers and lenders, and different ways of allowing them to visualise and conceptualise their individual and collective interests, might achieve different levels of robustness, and different levels of resistance to panic.
The current account, in other words, would be transformed into a flexible, intuitive portfolio of different kinds of debt, whose mechanisms would be mostly traceable to the bank’s need to make maturity matches.
Clearly there are a large number of issues – to do with game design, implementation, legal underpinnings, nudge economics, and wider social impact and ethics – and were such an idea to be developed by commercial retail bank I would treat it with outright terror. In principle, however, it seems like a promising way of mitigating the sharp maturity discrepancy at the heart of the fractional reserve banking system.
And as a final note, one possible area of application would be in the construction of an alternative community currency – both in terms of attracting users by the novelty of the system, and perhaps also in making a lower reserve ratio possible, allowing a relatively larger money supply to exist on the basis of a given injection of conventional currency.
Earlier: science fiction of gamification. See especially Tim Maughan’s entries on that list for a bit of perspective on shiny new ideas for gamification.
The voice kept urging me on, ‘Place-lift-brace-hop ... keep going. Look how far you’ve gone. Just do it, don’t think about it ...’
I did as I was told. Stumbling past and sometimes over boulders, falling, crying, swearing in a litany that matched the pattern of my hopping. I forgot why I was doing it; forgot even the idea that I probably wouldn’t make it. Running on instincts that I had never suspected were in me, and drifting down the sea of moraines in a blurred delirium of thirst, and pain and hopping, I timed myself religiously. I looked ahead to a landmark and gave myself half an hour to reach it. As I neared the mark, a furious bout of watch-glancing would ensue, until it became part of the pattern ... place-lift-brace-hop-time. If I realised I was behind time I tried to rush the last ten minutes of hopping. I fell so much more when I rushed but it had become so damned important to beat the watch. Only once did I fail to beat it, and I sobbed with annoyance. The watch became as crucial as my good leg. I had no sense of time passing, and with each fall I lay in a semi-stupor, accepting the pain and quite unaware of how long I had been there. A look at the watch would galvanise me into action, especially when I saw it had been five minutes and not the thirty seconds it had felt like.
[...]
As I gazed at the distant moraines I knew that I must at least try. I would probably die out there amid those boulders. The thought didn’t alarm me. It seemed reasonable, matter-of-fact. That was how it was. I could aim for something. If I died, well, that wasn’t so surprising, but I wouldn’t have just waited for it to happen. The horror of dying no longer affected me as it had in the crevasse. I now had the chance to confront it and struggle against it. It wasn’t a bleak dark terror any more, just fact, like my broken leg and frostbitten fingers, and I couldn’t be afraid of things like that. My leg would hurt when I fell, and when I couldn’t get up I would die. In a peculiar way it was refreshing
to be faced with simple choices. It made me feel sharp and alert, and I looked ahead at the land stretching into distant haze and saw my part in it with a greater clarity and honesty than I had ever experienced before.
I had never been so entirely alone, and although this alarmed me it also gave me strength. An excited tingle ran down my spine. I was committed. The game had taken over, and I could no longer choose to walk away from it. It was ironic to have come here searching out adventure and then find myself involuntarily trapped in a challenge harder than any I had sought. For a while I felt thrilled as adrenalin boosted through me, but it couldn’t drive away the loneliness or shorten the miles of moraines tumbling towards the lakes. The sight of what lay ahead soon killed the excitement. I was abandoned to this awesome and lonely place. It sharpened my perception to see clearly and sharply the facts behind the mass of useless thoughts in my head, and to realise how vital it was just to be there, alive and conscious, and able to change things. There was silence, and snow, and a clear sky empty of life, and me, sitting there, taking it all in, accepting what I must try to achieve. There were no dark forces acting against me. A voice in my head told me that this was true, cutting through the jumble in my mind with its coldly rational sound.
It was as if there were two minds within me arguing the toss. The voice was clean and sharp and commanding. It was always right, and I listened to it when it spoke and acted on its decisions. The other mind rambled out a disconnected series of images, and memories and hopes, which I attended to in a daydream state as I set about obeying the orders of the voice. I had to get to the glacier. I would crawl on the glacier, but I didn’t think that far ahead. If my perspectives had sharpened, so too had they narrowed, until I thought only in terms of achieving predetermined aims and no further. Reaching the glacier was my aim. The voice told me exactly how to go about it, and I obeyed while my other mind jumped abstractedly from one idea to another.
[...]
A couple of times I looked back at the ice cliffs as I hobbled away down the rocks. Each time they grew smaller and I felt that I was shutting the door on something intangible but menacing that had been with me for so long. Those cliffs were the doors to the mountains. I grinned when I glanced at them. I had won a battle of some sort. I could feel it deep inside. Now it was just the patterns, and the pain, and water. Could I reach Bomb Alley tonight? Now that would be something to grin about! It wasn’t so far from here, twenty minutes’ walk, and that couldn’t be so hard! And that was my mistake. I stopped timing landmarks and set my sights on Bomb Alley and the silver floods of icy melt-water pouring down its flanks. When it became dark I had no idea how far Bomb Alley was, nor did I know how far I had crawled. Without checking my watch I had lain in stupefied exhaustion after every fall. Lain there and listened to endless stories running through the pain, watched short dreams of life in the real world, played songs to my heartbeat, licked the mud for water, and wasted countless hours in an empty dream. Now I staggered blind in the dark, obsessed with Bomb Alley, ignoring the voice which told me to sleep, and rest, and forget the alley. I got my head-torch from my sack and blundered on until the light died.
[...]
Turning towards the lakes I saw that I was a long way above the site of Bomb Alley. All that staggering in the dark had been for nothing. How stupid it had been to forget the watch-keeping yesterday, and how quickly I had lost any idea of time. Bomb Alley had then become a vague aim instead of a carefully planned objective. Without timing each stage I had drifted aimlessly with no sense of urgency. Today it had to be different. I decided that four hours would be enough to reach Bomb Alley. Twelve noon was the deadline, and I intended to break those hours into short stages, each one carefully timed. I searched ahead for the first landmark -- a tall pillar of red rock that stood out clearly above the sea of boulders. Half an hour to reach it, and then I would look for another.
[...]
I lay on my side watching them until I couldn’t fight off the appalling drowsy weakness any longer. The deterioration scared me deeply and made me wonder anxiously whether I had burnt myself out completely. It occurred to me that I was nearer to death than when I had been alone. The minute I knew help was at hand something had collapsed inside me. Whatever had been holding me together had gone. Now I could not think for myself, let alone crawl! There was nothing to fight for, no patterns to follow, no voice, and it frightened me to think that, without these, I might run out of life.
Interzone 248 is out, including my review of Fearsome Journeys: The New Solaris Book of Fantasy, ed. Jonathan Strahan, plus a friendly and interesting review of Invocation -- a fantasy book I wrote, 11.5% of the print run of which I now always wear in this specially 3D-printed diadem-cum-rack -- by Peter Loftus. The issue also includes fiction by Carole Johnstone, James Van Pelt, Greg Kurzawail, Ken Altabef, Sean McMullen; John Howard interviewing Christopher Priest; Jonathan McCalmont's Future Interrupted column; David Langford's news and tidbits; and loads of book, film and DVD/Blu Ray reviews.
Andy Hedgecock editorialises:
"In times of social uncertainty and psychological hazard readers
need new ideas, new ways of making sense of their world. There’s
an appetite for prophecy and truthful exploration of the mess we’re
making, politically, ecologically and economically."
Phonebloks: modular phones that snap together as easily as Lego. You could have really big "phones," right? Phones that weren't really phones? Looks like some sort of nebulous new computing revolution waiting to happen. It's mostly just a concept right now: they want a day of crowdsourced clamor at the end of October. Whose side are you on? The future's side? Is that it?
§
Precarity is in the news (BBC)! In a way, bizarrely, so is science fiction. Tim Maughan's low key and completely on-point new #Pretpunk tale "Zero Hours" (Medium) is definitely worth a read. See also Future Londoners (Nesta).
It would be misleading to call this story "dystopian" or "chilling plausible," it's just straight plausible, really. But it does make me want to come up with a utopian B-side. (Spoilers, sort of). Is the bad stuff the story depicts -- the obvious one being untrained, dispirited, gratuitously sad and lonely and knackered retail staff travelling illegally to work to give bad customer service, nick stuff and snitch on each other -- is that inevitable within its basic, you know, techno-social set-up? Or is some of it down to bad gamification? In what ways has this retail sector been mis-gamified, under-gamified? See also: ten tales of gamification.
Bruce Sterling notes the arrest of a school pupil who uploaded his virtual massacre to YouTube. "Augmented Reality: American teenager arrested for using augmented gun app" (Wired). See how the ad implies that this augmented reality game is so addictive, even when you become a real soldier in a real firefight you're still just gonna wanna keep playing!
Is the solution here that law enforcement officers get some app of their own, so they only need to arrest the kid in augmented reality, which in underlying reality corresponds to this completely prudent but completely sensitive and discreet tête-à -tête? Hmm. Some action structures may have no corresponding game structures; they would be ungamifiable. More on that later, maybe.
Strange Horizons fund drive. Achievement unlocked! I really think one of the bonus levels should be Strange Horizons getting a Hex or two just to noodle around the sky, perhaps with a tiny "Strange Horizons" banner attached. It wouldn't be visible from the ground but it would be visible from other Hexes and pretty soon just about everything will be other Hexes.
Gamified, hypothecated tax. Imagine tax worked a bit like the Strange Horizons fund drive. Citizens and companies pay as much tax as they like (or in another scenario, must pay a certain level, but distribute it how they like) into various funds. Get to this level to build a new hospital ward, get to this level to equip it for dialysis, etc. One interesting aspect of this set-up is the potential for a kind of out-in-the-open corruption. If the top is tier is something everyone desperately wants, they give tacit consent to the intermediary tiers. "If we raise $100,000,000, mayor gets a sweet ass yacht and a maybe bunch of them Hexes. If we raise $200,000,000, we'll keep the ambulances on the roads and a bunch more Hexes."
Britain's 50 new radicals (mostly companies and other organisations): a list by Nesta.
Earth's selfie. "Our pick of the best space-related imagery includes the birth of a star that will one day be 100 times the mass of the sun, lava flows from the largest volcano in the solar system, a picture of Earth from 1.44bn kilometres away and plans for the next Mars rover" (The Guardian).
"Scientists used to scan the skies for messages from alien civilisations. Now they go looking for their ruins." Distant Ruins (Aeon). See also Lavie Tidhar's comments.
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Chris Lough ponders Red Dead Redemption and whether people who have grown up as gamers have a different sense of what counts as legitimate narrative. "To see others protesting this ending left me wondering—very much in a thinking-out-loud way—if the very concept of narrative, or cause and effect, is simply broken in maturing gamers who have spent their lives absorbing narrative as it is constructed through games." Does the End of Red Dead Redemption Underscore How Fractured Game Narratives Are? (Tor.com)
Monica Valentinelli expresses her number one wish for the SF&F community, which happens to be a mentorship program. "To varying degrees, I feel what’s happening today in the science fiction and fantasy genre is the same thing that has happened before. [...] It’s 'You haven’t been around long enough to understand how changes are implemented' versus 'You’ve been around so long you aren’t willing to change.'"
Joseph Tomaras looks at genre as a function of market segmentation of the ontologies of fiction. "The ontologies of fantasy cluster around the thesis that 'all things that can be imagined are possible.' This is quite distinct from the thesis of horror ontologies, for which things are not as potentialities but as actualities, independent of their being known or even imagined."
Bodhisattva Chattopadhyay on Anglocentrism. "These planetary imaginings are set at the dawn of European colonialism. Is it such a coincidence? Note that Clute’s insistence on the Western view systematically evades any narrative history which may highlight the role of colonial imagination in the origins of the fantastic, in spite of the fact that science fiction and fantasy critics have, before him, often noticed the close ways in which the representations of the colonized Other informs and influences the development of science fiction themes and tropes—that science fiction is a genre of systematic Othering in the Anglo-American world."
Recentering Science Fiction and the Fantastic: What would a non-Anglocentric understanding of science fiction and fantasy look like? (Strange Horizons).
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"[...] the world view that underpins hard sf conforms structurally to the world view that underpins right wing ideologies. It is a narrowly prescribed world where obedience to the laws is essential for survival, far outweighing in importance the individual needs and desires of any of the inhabitants of that world. It tends to be conservative: if the law of nature is a universal limitation on any action, revolution or even gradual change must be resisted. And it is a set-up in which great men are fated to emerge as leaders because they know best, and the masses should bend to their will for the good of all." A reprint of "Hard Right" by Paul Kincaid, his follow-up post, and another post on Tom Godwin's "The Cold Equations."
Ian Sales has a hard think about hard science fiction, authoritarianism, and whether that classic example of the hardness of Golden Age science fiction, "The Cold Equations," really counts as hard science fiction. "Hard sf generally [...] presents dilemmas predicated on fixed natural limits, and then finds solutions using human ingenuity [...] Certainly a lot of hard sf is right-wing, especially the near-future variant. But that’s a characteristic brought to it by the writers, not something innate to the subgenre."
One quick suggestion: perhaps it's not that hard science fiction is inherently right wing, but that right wing politics are an example of hard science fiction? The slippage between conformity with nature and conformity with society is nowhere more pronounced than in right wing mythology. The obvious example is the conviction that markets arise spontaneously from human nature, like anchovies from sea foam in Athenaeus's account, or bookworms from codices blown with certain southerly or westerly winds according to Vitruvius's view. Insofar as the peculiar compound of economic laissez faire and social conservativism is hard science fiction, it is hard science fiction which fits pretty well with Kincaid's analysis -- but as an example of the subgenre, not as its model or its teleology. (I'm not sure I really mean this. Anchovies? Teleology?)
Another quick thought: where is the reader in all this? Star Trek seemed like pretty hard science fiction to me, till I got my PhD in Oscillating Variable Quantum Neutrino Inversions. Do different levels of readerly expertise matter? Do they matter in different ways in the 1950s and in the 2010s, when readers can connect online form a provisional public, sharing expertise, contending and assessing the rigour of a story?
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Me: reading Twenty-First Century Science Fiction anthology ed. Hartwell & Hayden. Saw Sharpe, Seventh Seal, Argo. Syndicate featured Ian Davidson, Sandra Alland, s i n k and Steve Willey. Lotta Hix Eros admin, deadlines in flux (not Mike's cat Flux & not Jimmy & Rachel's dog Flux. Leave them alone). Submitted abstract to Stage the Future: "Rhinopotamuses in the Blooper-Verbatim Utopias of Chris Goode" (title subject to increase). Beckettcrit proofing. FTL: answered every distress call, unlocked "No Redshirts Here" & uninstalled. Lent a helping poet to nick-e melville's Dole Kind at Forest+ & Goodnight Press's Caesura at Artisan: nick-e, Sam, Will Rowe, Steven Fowler, Tom Jenks, Rob Mackenzie, Hal Duncan. Will read at the new Newport music & poetry festival this Friday. Rumbled undercover in Londres & en route to Arundel to mangle hymns & epithalamiumise postmodern Glenmorangie detective. Have YP railcard ha ha ha ha ha. No Spacebook yet eek.
"[...] online design that plays on people’s competitive instincts and often incorporates the use of rewards to drive action—these include virtual rewards such as points, payments, badges, discounts, and 'free' gifts; and status indicators such as friend counts, retweets, leader boards, achievement data, progress bars, and the ability to 'level up.'"
(1) Tim Maughan, "Zero Hours" (2013), free to read on Medium.com. "Zero Hours" is a spin-off of a collaborative project to imagine ten Londoners in ten years' time. The story presents a grim and eminently plausible vision of a young woman's typical day working in the retail sector, picking up a couple hours here, a couple hours there, and unlocking achievements like Shelf Stacker Pro Level 2 and Shop-Cop Pro.
(2) Charles Stross, "Life's a Game" (2015) in Twelve Tomorrows 2016. Minor spoilers ahead. "See, gamification is good!" It's somewhat expositional, but I think Stross is on form here: there is polymath erudition and cleversticks wit, and the kind of brio and drive that lets you hurtle over the speed-bumps without necessarily getting every reference or fully unpacking every dense little thesis. "Life's a Game" is full of zingers. "Tribalism is the ground state of identity politics in the network age." "What if Napoleon's, like, following from in front?" "Keep Britain British, for noncommunist values of British." "Hitler was the Boss Nazi in the Cross of Iron game. They don't teach history in British schools, we have real problems now, terrorists, class warfare. Nobody learns history and lands some expert job in history development. There's no business model for that." "You'll realize you'll lose all your guild followers if we do that?" (OK that one needs the context). The narrator is also a satirical portrait of the UK's answer to Red Piller gamer bro types, although I felt like Stross soft-pedals that aspect a bit.
As the story opens, we learn about Peelers, a monetized, massively multiplayer AR game (with integrated social currency) for snitching and vigilantism. Points for detaining shoplifters, points for helping drunk women home, points for persecuting the profane worshippers of Termagant ... you know, the kind of thing which would turn a racist kidnapper like the Farminator into the leader of the biggest guild in under a week.
But Peelers is just laying the groundwork for Stross's real thought experiment, the Movement, a universal gamification model. (The Movement supposedly implements Kant's categorical imperative, which something I would like to write about properly one day. Maybe once I've read Adam Roberts's new Kantfic too). The Movement mines your data footprint and assigns you clan membership and class features. (Or it lurks in wait next to the space where you should appear -- "If you didn't have a Facebook account, Facebook still knew about you from the hole in their network"). Then it starts to procedurally generate missions and scenarios, built out of the kinds of things you'd be doing anyway. Or perhaps, the kind of things you want to be doing or should be doing -- in fact the point of this gamification is to craftily blur together want to and should in all aspects of life, and ramp up the belligerence of that blurred motive. So your missions could involve anything from green activism to trade unionism to financial speculation to bringing back hanging one way or another.
I now almost feel like I could do with some more stories set in this same future history -- one of the most intriguing threads is all about how the Movement decides who you are in the first place. ("We went deep tribal on the players' media bubbles. We mined their search history to find out what pushed their outrage buttons. Then we went long on principal component analysis to model their micro-class identity.") If these identities really were built bottom-up from data, how closely would they coincide with the kind of taxonomies we already use? And could there be micro-classes with different kinds of reflexivity built into them, i.e. what motivates them is learning and changing per se? And/or an anti-tribalism tribe? And what would it be like if you were one of those people (almost everybody to some extent, right?) feeling like you haven't been perfectly modeled, that the essence which the Movement has inveigled from your digital footprint isn't the real you, and that the conditions you are being thrust into are uncannily awry, like a gargantuan circumambient targeted ad?
(3) Iain M. Banks, The Player of Games(1988), for its game Azad. "Whoever succeeds at the game succeeds in life; the same qualities are required in each to ensure dominance." See also Consider Phlebas(1987) for the game Damage, where play involves direct manipulation of players' moods. See also Feersum Endjinn(1994), especially the assaults on the princess in her tower. Earlier on this blog: a post about Banks and games.
You know, this is as good a place as any to ask a question I've yet to find any answers to: what is out there, or in the works, in terms of sophisticated computer modelling of human society, that doesn't take anything for granted, doesn't start with a fixed preconception of the human? Any suggestions, people?
(4) Cory Doctorow, Down and Out in the Magic Kingdom (2003). I suppose this is a rare example of -- more-or-less -- a positive presentation of gamification. In Doctorow's post-scarcity Bitchun Society, Whuffie, a kind of public esteem metric, has replaced money.
"[...] they called him Keep-A-Movin’ Dan [...] he somehow grew to take over every conversation I had for the next six months. I pinged his Whuffie a few times, and noticed that it was climbing steadily upward as he accumulated more esteem from the people he met. [...] I’d expended all the respect anyone had ever afforded me. All except Dan, who, for some reason, stood me to regular beers and meals and movies. [...] I think it came down to us having a good time needling each other. [...] I’d get him to concede that Whuffie recaptured the true essence of money: in the old days, if you were broke but respected, you wouldn’t starve; contrariwise, if you were rich and hated, no sum could buy you security and peace."
(6) Bruce Sterling, "Maneki Neko" (1998), free reprint available at Lightspeed Magazine, or collected in A Good Old-Fashioned Future (2001). Included in the list mainly for the way it plays with crowdsourcing. "'I’ve been studying your outfit for a long time now. We computer cops have names for your kind of people. Digital panarchies. Segmented, polycephalous, integrated influence networks. What about all these free goods and services you’re getting all this time?'"
(7) Diana Wynne Jones, The Homeward Bounders(1981). Immortal hoodies nudging us around in some sort of cosmic Jenga or Carcassonne or Operation R2-D2 or Jellychess or cross-stitched Final Fantasy-themed limited edition Monopoly or whatever is a venerable and pervasive trope. Terry Pratchett's The Colour of Magic(1983), Neil Gaiman's Sandman(1989-1996), The Iliad etc. But perhaps we can only talk about gamification proper to the extent that there is a confusion between heavenly and worldly events -- when mortals are invited to pull up a chair and perhaps set a hand on their own shiny little head. See also Jones's Hexwood(1993).
(8) Adam Roberts, New Model Army (2010). When you think about the gamification of war, you probably think "drones" before you think "e-democracy." Perhaps what's going on in New Model Army is probably more like social soldiering (by analogy with social browsing etc.) than gamification per se. See Nader Elhefnawy's review (Strange Horizons), Jonathan McCalmont's review (Ruthless Culture), Lara Buckerton's review (PDF: originally in Vector).
For dronepunk BTW, see Orson Scott Card, Ender's Game (1985), Francis Crot, Hax (2011), & Miriam A. Cherry's essay on some legal implications of the gamification of work, which talks a bit about Ender's Game.
(9) Neal Stephenson, The Diamond Age, or, A Young Lady's Primer (1995). This seminal work of postcyberpunk and of steampunk is also a seminal work of gamification SF. All the ingredients of a utopian vision of a comprehensively gamified society are present in the story, but connected and motivated in messy, subtle and unexpected ways.
For instance, we've got these "ractors" (actors in interactive media entertainment), who receive work via a kind of ThespRabbit. An individual employment may go on for years, or be as brief as a few seconds. Crucially, the human inputs are mapped onto avatars: if you were to take over from Jennifer Lawrence for a bit in the portrayal of Katniss Everdeen, the media system would autocorrect your voice and perhaps your walrus mustache. (Apologies to the community who are Jennifer Lawrence, who must feel confused and left out by this example). Why is this so important? The general point is that what workers feel that they are doing, and what they are objectively doing in terms of the production chain, can be interfered with at an intimate grain. The necessary unity of any task can be interrogated: is there another way to tease this task apart, to give a bit more of it (or perhaps, a bit less of it) to the machines?
There's plenty more in the book related to gamification: Nell's Night Friends -- Dinosaur, Duck, Peter and Purple -- have an aura of a small primitive social media site; the ecstatic Drummers are a kind of grotesque example of "flow," of loss of ego through immersion in action; there's that stuff about the street vs. the telephone switchboard.
But. The altar piece is clearly the Primer itself -- a majestic technological tome, with shades of Douglas Adams's Hitchhiker's Guide to the Galaxy, and a splendid illustration of Arthur C. Clarke's celebrated maxim that "Any sufficiently magical magic is indistinguishable from magic" -- which somehow floats into the hands of a poor and vulnerable four-year-old girl called Nell. The Primer mediates Nell's world for her, spinning her an epic interactive fairytale (starring "Princess Nell") which allegorises her various violent, abusive and increasingly philosophical predicaments, whilst teaching her all she needs to survive and existentially flourish (martial arts, decorum, hacking, obviously). As The Diamond Age progresses, Nell's book begins to feel more and more like a computer game (clearly influenced by 90s point-and-click adventure games). The convention of using a different font to represent the Primer's text becomes more scarce.
Like most good allegories, the Primer's allegory is a slippery one. The Primer's Queen of the Dark Castle is clearly a correlate of Nell's mother, but the Queen does plenty of significant stuff which doesn't seem inspired by Nell's mother, and vice-versa. Nell's brother Harv appears in the Primer as just Harv, but also seems to have a connection with Peter Rabbit (they disappear around the same time, for instance). There's not a one-to-one cipher: correlations come and go. You get the impression that the allegory might work a bit like the racting: 'let's see what's available at the moment.'
Likewise, Nell doesn't simply unlock achievements in her Primer or advance to the next story by demonstrating she has mastered some real world skill. Nor does the Primer elide its fairytale with her surroundings so that winning the game is indistinguishable from winning life. The Primer informs and incentivises, it provokes action, but it also comforts, cares, offers the solaces of shrouds and distortions, and immersive escapism. The relations between game and extra-game world can be just as slippery and mercurial as the relations of allegory.
(10) Suzanne Collins, The Hunger Games(2008). Why Collins and not JK Rowling's Triwizard Tournament, for instance? What exactly is gamified here? Well, perhaps governmentality is. Extremely-high-stakes reality TV, and the gladiatorial model welfare state: that's another slippery slope into a huge list . . . compare perhaps Koushun Takami's Battle Royale(1999), Stephen King's The Running Man (1982) and The Long Walk (1979), Matthew Stover's Acts of Caine series, Edgar Rice Burrough's The Chessmen of Mars(1922).
& a few honourable mentions:
(11) Mark Twain, The Adventures of Tom Sawyer(1876). I mean the bit where Tom gets the fence painted. (Compare this essay (Quid PDF) on the poet John Wilkinson. In The Adventures of Huckleberry Finn (1884), Tom sort of gamifies springing Jim from imprisonment).
(12) Hannu Rajaniemi, The Quantum Thief (2010). Game theory gets its own reality-mangling super-army. (Game theory seems to be SF's favourite piece of economics (Charles Stross's Singularity Sky and Peter Watts's Blindsight also spring to mind). Economists, typically, don't see fun as in any way essential to the concept of a game. For game theorist economists, a game is simply a class of multi-agent mathematical model within which all motivations must be axiomatic -- you can posit an agent who rationally pursues happiness, sure, or one who wants misery or funereal squalor all the time. GG economist dudes).
(13) Jane McGonigal, Reality is Broken(2011). This is futurism and polemic, not fiction. "What if we used everything we know about game design to fix what's wrong with reality? [...] I want all of us to be responsible for providing the world at large with a better and more immersive reality." The book fizzes with neologisms, some of which are probably useful. One of the great things about McGonigal's book is that it attempts a distinct account of what a game actually is for the purposes of gamification -- an account grounded in psychology and a bit of armchair (/ beanbag) anthropology of gamers. (Sorry, Prisoner's Dilemma, I don't think you qualify. Your fiero sucks).
(14)The Blog Monetiser's Daughter (2013). Not a real book though.
(15) Roberto Benigni's 1997 film Life is Beautiful. (16)Newb Maps of Hell (2014). Again, issue is this book doesn't exist. (UPDATE: OK, now it does, I made it). (17) Douglas Adams's Dirk Gently's Holistic Detective Agency(1987), for Richard Macduff's all-singing, all-dancing spreadsheet software, capable of representing data as music. (18) Wittgenstein's Philosophical Investigations (1953). Language-gamified philosophy. (19) Neil Strauss's The Game(2007). Sexually predatory misogyny is often fairly game-like to start with; the Pick Up Artist phenomenon pushes it a little further. (20) Joe Simpson's memoir about climbing down a gigantic mountain with a broken leg, Touching the Void (1988). Have a look at these excerpts. (21) Herman Hesse's The Glass Bead Game(1943). The Game is "a mode of playing with the total contents and values of our culture; it plays with them as, say, in the great age of the arts a painter might have played with the colors on his palette. All the insights, noble thoughts, and works of art that the human race has produced in its creative eras, all that subsequent periods of scholarly study have reduced to concepts and converted into intellectual property -- on all this immense body of intellectual values the Glass Bead Game player plays like the organist on an organ. And this organ has attained an almost unimaginable perfection; its manuals and pedals range over the entire intellectual cosmos; its stops are almost beyond number. Theoretically this instrument is capable of reproducing in the Game the entire intellectual content of the universe."
(22) Yoon Ha Lee's "The Knight of Chains, the Deuce of Stars" (2013). I think it's a pretty splendid adventure fable, with a jewelly-type pistol you could whip out in any bar in Beerlight and everything. It has a really weird ontology to do with a continuum of wars, the sum war of which is fought for the universe's laws, and a tower which leads underground to every possible game -- games have to be mined before they can be played. I can't spot gamification per se, but there are themes (that you also get in a lot of Banks) which get pretty close: themes of linked games, of moves which exist in multiple games at once, of games which are themselves pieces nested inside larger games, etc.
(24) Rose Biggin's "A Game Proposition" (2014) collected in Irregularity. I like the voice here, and the way it keeps slightly telling you off for slightly wrongly imagining things. And I'm a little nervous to ever read it again, in case the text is different. "Now then, you haven't understood Reader Response Theory at all, dear reader," I think it begins. There is a board game which serves as a kind of control panel, kind of like Wynne Jones / Pratchett q.v., and there is a rather beautiful inter-nesting of games, or of interpretations of what "the game" is, which results in losing one of them perhaps being a element of winning another of them. It also makes me think that more instruments of command and control probably should be explicitly ludic objects.
(25) If something influences a game, and the game becomes very popular, does the original thing become more game-like, more gameful? See Advanced Readings in D&D.
(26) I've just bought Press Start to Play (2015) ed. John Joseph Adams and Daniel H. Wilson, so perhaps I'll get to add a few more tales of gamification soon. Cory Doctorow's "Anda's Game" isn't about gamification in a strict sense (this isn't a very strict listicle!), but it is about gaming, gold-farming, and those circuits of reality that integrate in-game and IRL components. Also, it's a subtle response to -- an updating of, maybe? -- Orson Scott Card's Ender's Game. Ender, you may recall, thinks he's playing a game, but he's really a prodigal supergeneral conducting genocide on behalf of Mankind. It's a twist so obvious, you can't help but think Ender partly knows all along, but doesn't want to break the spell. In "Anda's Game," Anda and Lucy are even more actively complicit than Ender. They ignore the glaring signs that their in-game massacres have real-world consequences. (Eventually Anda wises up, and there's a kind of happy-ish ending. Kind of). The story made me wonder if you could apply game design principles (feedback loops etc.) to the analysis of ideology. Like a lot of Doctorow's near future stuff, it feels like science fiction, but sends you Googling to work out what, if anything, has actually been made up.
(30) "The Internet of Things Your Momma Never Told You" and "Marta and the Demons" by me. Cf. Jamie MacDonald's Movement in Stross's "Life's a Game" q.v. and Encarl's Smart Singularity from "The Internet of ..." in the same volume.
(31) The Uncanny Valley, a short film about VR addiction.
Hexwood (1993), Feersum Endjinn (1994), The Diamond Age (1995), Life is Beautiful (1997): is it just me, or does the mid-90s have a bumper crop of beautifully achieved, high-concept works about the endless possibilities of data visualisation, and about immersive fantasy which remains closely moored to an underlying reality, enabling acts whose significance unfolds in two realms simultaneously?
Roberts teases out a similarity between Banks's Minds and a certain kind of person, the kind that compensates for social and emotional illiteracy with a flamboyant "hail fellow well met!" A bit further on:
"The Novel, that mode of art of which Excession is an example, trades in empathy. This is where it comes from: in the eighteenth-century they called it ‘sensibility’ (Austen elegantly satirises the debilitating consequences of too much of this on an impressionable reader in Sense and Sensibility). That thing people criticise nineteenth-century writers like Dickens for—sentimentality—is actually just the same thing. And that’s my problem with this. This mode of (literally) torturous empathy is, precisely, sentimental—an inverted 21st-century sentimentality, but as emotionally manipulative, disingenuous and distorting as thing as plucking the reader's heart strings at Little Nell’s death. Because what’s obvious in terms of the way Excession interpellates us as readers is that we’re obviously not the genocidal ex-camp commandant. We'd never do anything so ghastly as that. Nor are we the barbarian-horrid Affront. We’re a Mind, obviously. Which is fine, and entertaining, and not a wholly ineffective way of dramatizing moral dilemmas (‘genocide is profoundly wrong’ can hardly be said too many times). But it tends to inculcate a mode of self-satisfaction."
We are all capable of atrocities. But perhaps it's berks -- with their neediness, their disproportionate relief at finding an ingroup, their fetishization of a certain kind of reductive formal logic, and their really bad eye contact -- who are actually your real risk category? Roberts then sidles towards an apologia with help from Browning and Coleridge.
Two related thoughts blob up:
(1) It feels important that such self-satisfaction is lampshaded in a lot of Culture books. When Banks complicates and blurs the Culture's ethical perfection, that has something to do with sustaining impractical ideals, even if only as mascots or foci imaginarii. But when he qualifies the Culture's heroism with smugness, I think that's a bit different: a bit more directly linked into contemporary local political discourse, and the way in which charges of hypocrisy work to contain activism and dissent. Against one of Middle England's top sneers -- the sneer that the Good Guys don't really care about the people they help, that they are much more interested in themselves -- Banks very prettily passes over the "How can you say that?" comeback, and instead goes with: "Yeah, and?"
(2) If it's sort of a novel of sentiment, Excession -- with its many chat transcripts of its up-themselves do-gooder demigods -- is also sort of quasi-epistolary. In Richardson's Pamela and Clarissa you get a fantasy of private correspondence as a sort of Snopes.com for womyn's falsness, an authoritative place where society can go and look up a victim's precise virtue-to-complicity ratio. It is a fantasy which collapses in interesting ways as the epistolary novel evolves and declines -- especially through its interactions with the coded messages and secret identities of spy narratives -- and by the time we get to Banks' espionage epistolary space opera, okay, there is certainly that recognition that even "the most" private texts are constitutively public, and therefore constitutively unreliable guides to anybody's inner life . . . but I think Banks goes further, registering how consciousness itself is a lot like reading your own supremely untrustworthy secret diary, and how self-knowledge is always falling short of the sort of status and capabilities we are somehow forced to pretend it possesses.
This is a version of self-ignorance which seems rooted in post-cyberpunk, and perhaps to some extent the Anglo-American philosophy of mind with which it slightly overlaps (compare something like Greg Egan's short story "Learning to be Me") rather than in anti-Cartesian continental philosophy or literary theory. But wherever it comes from, I wonder: what does it mean for empathy? How does it problematise putting yourself in someone else's shoes, when you can't even find your own?
For instance: could it suggest a slightly different angle on empathy and berkishness in Banks's Culture books? Perhaps an awful lot of their ethics is reducible to empathy, but perhaps that empathy itself is actually quite a tricksy and multifarious and broad concept -- at least inasmuch as it accommodates berk empathy (or bathetic empathy). That is: empathy which doesn't involve much replication of affect, much harmony of hearts, but an empathy which operates through a bureaucratic crankishness sometimes mistaken for evil's prerogative exclusively. The banality of righteousness.
PS: Compare Lara Buckerton, in a review of Roberts's New Model Army (PDF), on the frequent ingrown ghoulishness of war experts.