My friend, John Perich, recently drew my attention to this article by Kyle Munkittrick regarding the importance of Mass Effect and its universe on science fiction overall. As a science fiction author, someone deeply involved in the tropes and subgenres of science fiction, and as a lifelong fan of the genre, the article rubs me the wrong way. Mass Effect, while I expect it is a fine game with a well-realized world and excellent storyline (my critique is in no way directed at the game itself), the authors claims seem to indicate to me a certain ignorance of science fiction in general that bugs me.
The author’s central thesis is this:
Mass Effect can and does take ideas to a new plane of existence. Think of the Big Issues in your favorite series. Whether it is realistic science explaining humanoid life throughout the galaxy, or dealing with FTL travel, or the ethical ambiguity of progress, or even the very purpose of the human race in our universe, Mass Effect has got it. By virtue of three simple traits – its medium, its message, and its philosophy – Mass Effect eclipses and engulfs all of science fiction’s greatest universes.
In essence, it is his claim that the Mass Effect world has managed to effectively supplant all preceding science fiction by virtue of its scope and philosophy. This is, of course, complete and utter nonsense. I can say this without ever having played the game, and the reason I can do this is simply because all of the things pointed out by Mr. Munkittrick as being unique and special to the game have not only been done before, but done before multiple times and done very well. Apparently, because the game does all of them at once, this makes it automatically superior to any individual exploration of various aspects of this theme, which, to my mind, is sort of like saying WalMart is automatically superior to any other store since they sell all the things the other stores do collectively. If we are approaching literature in the same way we approach the purchase of bath towels, then I suppose the argument might stand. Literature and, indeed, all art, is not to be so quantitatively assessed. However, I’m getting ahead of myself. Let’s go through the claims of the article one-by-one.
In this portion of the article, the author puts forward the idea that Mass Effect, by virtue of being a video game, grants the work a kind of special power. This isn’t altogether untrue, of course–you, in a video game of this nature, have unparalleled control over the path of the storyline, something like those Choose-Your-Own-Adventure books of old. This, of course, facilitates a level of engagement that is altogether different from that of a book (it also dilutes authorial control and symbolic and thematic resonance, in my experience, but I haven’t played Mass Effect, so I will give it the benefit of the doubt by saying it is an exception to this phenomenon).
More specifically, however, the author makes three claims. First is this:
The first advantage, setting, involves the portrayal of alien species and alien worlds with ease. Novels require descriptions, comics require painstaking drawings, films and television require either hours of expression deadening makeup or expensive CGI. In a video game, rendering an asari or a hanar requires the same amount of work as a human. Want a cast of thousands? No problem. Need a mob of hundreds of individuals representing fifteen different species rendered inside an colossal ancient space station? No sweat.
So, if I can paraphrase, the argument is that novels use exhausting words to convey meaning, comics have to actually draw things, and film costs lots of money to make this diversity possible. Video games, however, do so effortlessly, somehow, as though the programmers and graphic artists and game designers of these games haven’t spent years and years of work fashioning this environment with every bit as much effort and work as your average novelist, artist, or movie producer.
Furthermore, and more importantly, this is supposed to be somehow novel or unique. Nevermind that it’s been done before, and often. You would have an awfully hard time matching the diversity inherent in Banks’ Culture novels. Furthermore, if you want to talk non-humanoid, bizarre lifeforms and marginalized humanity, there are plenty of choices to pick from, not least of which are the humans of Stephen Baxter’s novels, which at various times in his 4,000,000 year chronology shows humanity being conquered by the Squeem (an aquatic, collectively intelligent species of fish) and the Qax (a species of intelligent marshland–yeah, you heard me) or being completely embarrassed and marginalized by the god-like Xeelee.
The second and third points in the Medium argument circle around the fact that you can control the main character’s choices and even form, which increases engagement in the work. This I won’t bother to contest–it’s true, no doubt. This fact, however, doesn’t make Mass Effect some great contribution to science fiction unless, for some reason, you lack the attention span or capacity to focus on challenging things like ‘books’ to bother seeing what else is out there or what other characters you can identify with. I’m not certain if this argument is the intention of the author, in that it seems to assume that our modern culture can’t or won’t support artistic mediums wherein we cannot control and shape characters ourselves. It strikes me as a cynical and depressing view of modern audiences.
In this segment of the article, Munkittrick presents the central message of Mass Effect as this:
Mass Effect has a simple message: human beings are delusional about their importance in the grand scheme of things.
This is fair enough–a theme often explored by science fiction, and has been hit upon by many, many authors through the years. Munkittrick, however, is primarily focused upon Star Wars, Star Trek, Battlestar: Galactica, and a brief aside to Starship Troopers (though I’m thinking he means the movie, though, since Heinlein’s message for humanity is rather more in keeping with Mass Effect’s) and Ender’s Game.
This narrowness of scifi allusions tells me, first of all, that the author doesn’t really know enough about science fiction to appropriately assess how important a contribution Mass Effect is likely to make to the genre. Those five works are, essentially, sticking your toe in the shallow-end of what scifi can and has done. I, and I’m sure every scifi writer and fan, are pretty damned tired of having everything we read or have done being compared to Star Wars and Star Trek. Quite simply, the marginalization and racism against humans in Mass Effect for the purpose of, to borrow the author’s phrase, “destabiliz[e] the player’s sense of confidence in his or her own skin,” is an old storyline. For reference, think of The Time Machine (1895), War of the Worlds (1897), Planet of the Apes (1963), Childhood’s End (1953), Battlefield: Earth (1982), Excession (1996), and so on and so forth. Granted, not all of them do *exactly* the same thing, but I think that’s a sufficient crosssection of work to demonstrate how ‘done’ this storyline is. It’s a perfectly good storyline, mind you, but not a landmark one.
The philosophy under discussion is ‘Cosmicism’, which is basically the idea that humans are too insignificant to understand or construct true meaningful existence in the universe. It is, as the author points out, posited by HP Lovecraft. He also claims that Mass Effect is the only work since then to bother with this postmodernist take on human existence. This is, of course, false (The Hitchhiker’s Guide to the Galaxy is perhaps the most prominent work to approach the same material, as did Childhood’s End and a lot of Clarke’s other work, as does, on a thematic level, much of the cyberpunk subgenre–or the good stuff, anyway).
In any event, the author proceeds to present a wide variety of storylines that have analogs in other works and all tie this into postmodern thought. This isn’t especially novel, since the other works are also tying it into postmodern thought, because that’s where they got the idea, and HP Lovecraft and the creators of Mass Effect aren’t the only two artists to consider such things. Now, Munkittrick is clearly a big fan of Cosmicism and a devout postmodernist, so the praise he heaps upon Mass Effect I feel, to some extent, is due to his discovery of a video game that simulates his own worldview or, perhaps, allows him to entertain questions he likes entertaining. To state, as he does, that “Mass Effect is the first blockbuster franchise in the postmodern era to directly confront a godless, meaningless universe indifferent to humanity” is simply not true except, perhaps, for the word ‘blockbuster’. I’m not sure what constitutes a ‘blockbuster’, exactly. I would think that Neuromancer does and it, indeed, has such heavy postmodernist themes that it should least qualify as intellectual precedent.
I don’t want to sound as if I’m getting down on Mass Effect–I’m not. What I’m reacting to here is the willingness of some people, who seem poorly read in science fiction, to make assessments that this science fiction property they just discovered is going to change the genre forever. It’s disingenuous to the genre and to the artists and authors who have worked so hard to advance it. I’m not going to get into how I find Cosmicsm an interesting but ultimately pointless endeavor, or point out how all the ‘aliens’ you can ever imagine are really just humans in different clothing or symbols of concepts humans deal with and that, therefore, giving a franchise crap for having ‘too many humans’ is like criticizing language for using too many words–no, that’s just me spouting my own version of the Good News just as this article is doing here. Instead, this is just me saying:
Before handing things awards, do some more research.
My Technology in Literature class wrapped up discussion of HG Wells’ The Time Machine recently. Every time I read the work, the thing that most interests me is the simple explanation the Time Traveler gives at the very beginning regarding the feasibility of time travel. In essence, he suggest that we already do travel in time–when we remember something or dream of things past–but we cannot remain for any period of time. Thus, we are as constrained in travel in the fourth dimension just as primitive man was in the third (i.e. you can jump up and down or fall of a cliff, but you can’t remain or travel freely through the dimension of height without the assistance of technology).
Wells envisions the solution to this problem pretty simply–the Time Machine works rather like a railroad engine. It can go forward and in reverse, it has a throttle and brakes, and the ‘engineer’ manipulates the whole process with a pair of simple levers. On the whole, it seems even less complicated than driving a car.
Many have been the time-travel tales since then. However, we have envisioned the process differently. One does not
travel through time in the same way as we walk down the street or fly to Atlanta; the devices involve some kind of sudden leap or jolting transference. The process is instantaneous, or nearly so. We go there in Deloreans or weird tubes (12 Monkeys) or telephone booths or even hot tubs. I sort of doubt, however, that time travel (assuming it’s possible) would work that way. I kinda think that Wells, for all his antiquity, had the better theory.
Consider this: How has all travel, thus far, functioned? Air, sea, space, or land, we move progressively across space. Now, granted, that’s space, and we’re talking time. Time, though, isn’t supremely different than space. We can’t define what makes up space anymore than we can time (ask a physicist sometime about ‘what space is made of’ and get ready for some weird, mostly theoretical stuff). The primary difference, though, is that we are better able to perceive of space than we are time. Perhaps, for this reason, time travel is beyond us–we just aren’t smart enough to ‘see’ it as it is.
Not a Straight Line
The average person on the street sees time as an arrow–we proceed from point A to point B along the minutes and the hours and so on. This is why time-travel stories are so concerned about ‘altering the past to destroy the future’. We are, arrogantly, considering time to be a single path of causality and that, if we change something back then, then we will necessarily alter something right now. Time, though, isn’t a line or an arrow. It’s a dimension, like width, depth, and height. If you could travel through time, you could go sideways as well as back and forth. You could even, perhaps, look at time from a different direction.
The Mountaintop of Boethius
Oddly enough, much of my knowledge of theoretical physics has been supported by existential philosophy, and vice versa. I don’t claim to be an expert in either, but I can readily see the connections. Thus, my reading of The Consolation of Philosophy in my freshman-year western culture seminar fundamentally changed my perception of what time travel might consist of.
In this work, there is a part where Philosophy is trying to explain to Boethius how it is that God can be omniscient while, at the same time, mankind can be given free will. I don’t have the text in front of me right now, but in summation, Boethius asks how it could be that all of his actions and the results of these actions could be known to God and, yet, he might still have command over what he does. Couldn’t he then do something God didn’t expect and upset the whole divine apple-cart?
Philosophy’s answer goes like this: God is not part of the flow of time as Boethius or, indeed, as any mortal sees it. God looks upon the world from a mountaintop, and beneath Him is spread all that Was, Will Be, and Is, existing for Him as a kind of eternal Present. He is able to perceive of all time simultaneously. Thus, He can look down at what any one person is doing now, see how it relates to what they have done, and then see how it will lead to what they will do. Presumably, when taking quantum physics into account here, God would be able to see the outcomes of all possible outcomes of all possible actions, viewing them simultaneously, and thus be omniscient without really interfering with an individual’s decision-making process. This idea is echoed in Grendel’s discussion with the Dragon in Gardner’s Grendel, as well as the Architect of The Matrix: Reloaded.
How does this connect to time travel? Well, it makes the device needed to make it happen both monstrously more complex than any other we’ve seen, but also simpler in operation. All that is needed is to be able to see time as it is–as a kind of dimension across which we may travel in any direction–and then make the machine go there. It’s not an instantaneous jump or a lightning-bound explosion, it’s more like a stroll down from a mountain.
The thing is, though, it’s the kind of stroll only a God seems to be able to make.