Leave Reality at Home

One of the most contentious issues surrounding criticisms of many forms of media, particularly in films and videogames, is the issue of realism. How realistic a videogame is, how accurately it replicates the world around us both visually and thematically, is the most frequently cited factor in determining how immersive a game is, how much you ‘get into it’, and films that keep their feet very much in the real world delight both nerds and film critics alike by responding favourably to their nit-picking. But the place of realism in these media is not a simple question of ‘as much realism as possible is better’; finding the ideally realistic situation (which is a phrase I totally didn’t just make up) is a delicate balance that can vary enormously from one product to another, and getting that balance right is frequently the key to success.

That too much realism can be a bad thing can be demonstrated quite easily on both a thematic and visual front. To deal with the visual sphere of things first, I believe I have talked before about ‘the uncanny valley’, which is originated as a robotics term first hypothesised by Japanese roboticist Masahiro Mori. The theory, now supported by research from the likes of Hiroshi Ishiguro (who specialises in making hyper-realistic robots), states that as a robot gets steadily more and more human in appearance, humans tend to react more favourably to it, until we reach a high point of a stylised, human-like appearance that is nonetheless clearly non-human. Beyond this point, however, our reactions to such a robot get dramatically worse, as the design starts to look less like a human-like robot and more like a very weird looking human, until we get to the point at which the two are indistinguishable from one another and we reach another peak. This dip in positive reacton, the point where faces start to look ‘creepy’, is known as the uncanny valley, and the principle can be applied just as easily to computer graphics as it can to robots. The main way of overcoming the issue involves a careful design process intended to stylise certain features; in other words, the only way to make something quite realistic not look creepy is to make it selectively less realistic. Thus, hyper-realism is not always the way forward in drawn/animated forms of media, and won’t be until the magical end-goal of photorealistic graphics are achieved. If that ever happens.

However, the uncanny valley is far less interesting than the questions that arise when considering the idea of thematic realism (which I again totally didn’t just make up). These are the extent to which stories are realistic, or aspects of a story, or events in a film and somesuch, and here we arrive at an apparent double standard. Here, our evidence comes from nerds; as we all know, film nerds (and I suspect everyone else if they can find them) delight in pointing out continuity errors in everything they watch (a personal favourite is the ‘Hollywood’ sign in the remake of The Italian Job that quite clearly says OHLLYWOOD at one camera angle), and are prepared to go into a veritable tizz of enjoyment when something apparently implausible is somehow able to adhere fastidiously to the laws of physics. Being realistic is clearly something that can add a great deal to a film, indicating that the director has really thought about this; not only is this frequently an indicator of a properly good film, but it also helps satisfy a nerd’s natural desire to know all the details and background (which is the reason, by the way, that comic books spend so much of their time referencing to overcomplicated bits of canon).

However, evidence that reality is not at the core of our enjoyment when it comes to film and gaming can be quite easily revealed by considering the enormous popularity of the sci-fi and fantasy genres. We all of course know that these worlds are not real and, despite a lot of the jargon spouted in sci-fi to satisfy the already mentioned nerd curiosity, we also know that they fundamentally cannot be real. There is no such thing as magic, no dilithium crystals, no hyperspace and no elves, but that doesn’t prevent the idea of them from enjoying massive popularity from all sides. I mean, just about the biggest film of last summer was The Avengers, in which a group of superheroes fight a group of giant monsters sent through a magical portal by an ancient Norse god; about as realistic as a tap-dancing elephant, and yet most agreed as to the general awesomeness of that film. These fantastical, otherworldly and/or downright ridiculous worlds and stories have barely any bearing on the real world, and yet somehow this somehow makes it better.

The key detail here is, I think, the concept of escapism. Possibly the single biggest reason why we watch films, spend hours in front of Netflix, dedicate days of our life to videogames, is in pursuit of escapism; to get away from the mundaneness of our world and escape into our own little fantasy. We can follow a super-soldier blasting through waves of bad guys such as we all dream to be able to do, we can play as a hero with otherworldly magic at our fingertips , we can lead our sports teams to glory like we could never do in real life. Some of these stories take place in a realistic setting, others in a world of fantasy, yet in all the real pull factor is the same; we are getting to play or see a world that we fantasise about being able to live ourselves, and yet cannot.

The trick of successfully incorporating reality into these worlds is, therefore, one of supporting our escapism. In certain situations, such as in an ultra-realistic modern military shooter, an increasingly realistic situation makes this situation more like our fantasy, and as such adds to the immersion and the joy of the escapism; when we are facing challenges similar to those experienced by real soldiers (or at least the over-romanticised view of soldiering that we in fact fantasise about, rather than the day-to-day drudgery that is so often ignored), it makes our fantasy seem more tangible, fuelling the idea that we are, in fact, living the dream. On the other hand, applying the wrong sort of realism to a situation (like, say, not being able to make the impossible jumps or failing to have perfect balance) can kill the fantasy, reminding us just as easily as the unreality of a continuity error that this fantasy we are entertaining cannot actually happen, reminding us of the real world and ruining all the fun. There is, therefore, a kind of thematic uncanny valley as well; a state at which the reality of a film or videogame is just… wrong, and is thus able to take us out of the act of escapism. The location of this valley, however, is a lot harder to plot on a graph.

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Plato’s Cave

Everyone’s heard of Plato, to some extent anyway; ‘Greek bloke, lived quite a while ago, had a beard’ is probably the limit of what could be considered universal knowledge. This he most certainly was, but what made him famous was his work, for Plato was taught by Socrates and was one of the finest philosophers and thinkers to grace human history. His greatest work was ‘The Republic’, a ten book piece exploring the nature of justice and government through a series of imagined conversations, hypothetical situations, metaphors and allegories.  One of these allegories has become especially linked to Plato’s name, which is somewhat surprising given how little the actual allegory is known to the world in general, so I thought I might explore it today; the allegory of the cave.

Plato believed in a separate level of reality, more fundamental than the physical world we encounter and interact with using our body and senses, that he called The Forms. To summarise briefly, a Form is the philosophical essence of an object; in the real world, a shelf is three bits of wood and some nails all joined together, but the Form of this is the ability to store some books within easy reach, for example.  Without the essence of shelf-ness, the shelf literally is nothing more than some wood, and ceases to be a shelf on a fundamental level any more. Similarly, when we turn a piece of plastic into a toy, we have fundamentally changed the Form of that plastic, even though the material is exactly the same.

Plato based most of his philosophical work around his Theory of Forms, and took the concept to great extremes; to him, the sole objective scale against which to measure intelligence was one’s ability to grasp the concept of the Form of something, and he also held that understanding the Form of a situation was the key to its correct management. However, he found his opinions on Forms hard to communicate to many people (and it can’t have helped that he was born to a rich family, where he was given plenty of opportunity to be intelligent, whilst many of the poor were uneducated), and some considered him to be talking rubbish, and so he came up with the allegory of the cave to explain what he was on about.

Imagine a large group of prisoners, chained to the wall of a cave for some unspecified reason. They are fixed in position, unable to move at all, and their necks are also fixed in position so they cannot look around. Worst of all, however, they have absolutely no memory of the world or how anything in it works; in many ways, their minds are like that of a newborn toddler trying to grasp the concept of the world around him. Everything they are to know must be learnt from experience and experimentation. But in front of them, they can see nothing but bare rock.

However, there are a few features of this cave that make it interesting. It is very deep and comprises multiple levels, with the prisoners at the bottom. On the level above the prisoners, and directly behind them, is an enormous fire, stoked and fed day and night (although being at the bottom of a cave, the prisoners don’t have any concept of day and night), brightly illuminating the wall that the prisoner’s see. Also on the level above, but in front of the fire, is a walkway, across which people walk along with their children, animals and whatever items they happen to be carrying. As they cross in front of the fire, their shadows are cast onto the wall the prisoners can see, and the sounds they make echo down to the prisoners too. Over time (and we’re presuming years here) the prisoners get used to the shadows they see on the wall in front of them; they learn to recognise the minute details of the shadows, to differentiate and identify them. They learn to call one figure a man, another a woman, and call others cat, dog, box, pot or whatever. They learn that sometimes it gets cold, and then hot again some time later, before reverting back to cold (thanks to the seasons). And then, they begin to make connections between the echoes they hear and the shadows. They learn that man shadows and woman shadows talk differently from one another and from dog shadows, and that basket shadows make hardly any noise.

Now remember, we’re presuming here that the prisoners have no memory/knowledge of the ‘real world’, so the shadows become, to them, a reality. They think it is the shadows of a dog that make the barking sound, and that when the shadow of a clay pot is dropped and breaks, then it is the shadow that has broken. Winter and summer are not caused by anything, they merely happen. What is to us merely an image of reality becomes their reality.

Now, Plato has us imagine we take one of our prisoners away; free him, show him the real world. As he says, if we suppose “that the man was compelled to look at the fire: wouldn’t he be struck blind and try to turn his gaze back toward the shadows, as toward what he can see clearly and hold to be real?” Wouldn’t he be simultaneously amazed and terrified by the world he found around him, to see a fully-fledged person causing the shadow he had once thought of as a fundamental reality? Perhaps he would be totally unable to even see, much less comprehend, this strange, horrifying new world, unable to recognise it as real.

However, humans are nothing if not adaptable creatures, and after some time ‘up top’ our freed prisoner would surely grow accustomed to his surroundings. He would see a person, rather than their shadow, think of putting something in a box, rather than seeing a black square on a wall, and would eventually feel confident enough to venture out of the cave, look at and comprehend the sun, and eventually even recognise it as “source of the seasons and the years, and is the steward of all things in the visible place, and is in a certain way the cause of all those things he and his companions had been seeing”. (Plato often used the sun as a metaphor for enlightenment or illumination from knowledge, so here it represents the prisoner’s final understanding of the nature of reality).

Now, our prisoner could be said to be educated in the ways of the world, and after a time he would surely think back to those long days he spent chained to that wall. He would think of his fellow prisoners, how piteous their lives and their recognition of reality was when compared to him, and how much he could teach them to aid their understanding and make them happier. “And wouldn’t he disdain whatever honours, praises, and prizes were awarded there to the ones who guessed best which shadows followed which?”. So, Plato has our man return to his cave, to his old spot, and try to teach his fellow prisoners what reality really is.

And it is here where Plato’s analogy gets really interesting; for, rather than accepting this knowledge, the fellow prisoners would be far more likely to reject them. What are these colour things? What do you mean, stuff goes ‘inside’ other things- there are only two dimensions. What is this big fiery ball in this ‘sky’ thing? And, after all, why should they listen to him; after so long away, he’s going to be pretty bad at the whole ‘guessing what each shadow is’ business, so they would probably think him stupid; insane, even, going on about all these concepts that are, to the prisoners, quite obviously not real. He would be unable to educate them without showing them what he means, because he can’t express his thought in terms of the shadows they see in front of them. If anything, his presence would only scare them, convince them that this strange ‘other world’ he talks about is but a feat of madness causing one’s eyes to become corrupted, scaring them away from attempting to access anything beyond their limited view of ‘shadow-reality’. As Plato says, “if they were somehow able to get their hands on and kill the man who attempts to release and lead them up, wouldn’t they kill him?”

To Plato, the world of his Forms was akin to the real world; true, enlightened, the root cause of the physical reality we see and encounter. And the real, material world; that was the shadows, mere imprints of The Forms that we experienced as physical phenomena. We as people have the ability to, unlike the prisoners, elevate ourselves beyond the physical world and try to understand the philosophical world, the level of reality where we can comprehend what causes things, what things mean, what their consequences are; where we can explore with an analytical mind and understand our world better on a fundamental level. Or, we can choose not to, and stay looking at shadows and dismissing those willing to think higher.

An Opera Posessed

My last post left the story of JRR Tolkein immediately after his writing of his first bestseller; the rather charming, lighthearted, almost fairy story of a tale that was The Hobbit. This was a major success, and not just among the ‘children aged between 6 and 12’ demographic identified by young Rayner Unwin; adults lapped up Tolkein’s work too, and his publishers Allen & Unwin were positively rubbing their hands in glee. Naturally, they requested a sequel, a request to which Tolkein’s attitude appears to have been along the lines of ‘challenge accepted’.

Even holding down the rigours of another job, and even accounting for the phenomenal length of his finished product, the writing of a book is a process that takes a few months for a professional writer (Dame Barbara Cartland once released 25 books in the space of a year, but that’s another story), and perhaps a year or two for an amateur like Tolkein. He started writing the book in December 1937, and it was finally published 18 years later in 1955.

This was partly a reflection of the difficulties Tolkein had in publishing his work (more on that later), but this also reflects the measured, meticulous and very serious approach Tolkein took to his writing. He started his story from scratch, each time going in a completely different direction with an entirely different plot, at least three times. His first effort, for instance, was due to chronicle another adventure of his protagonist Bilbo from The Hobbit, making it a direct sequel in both a literal and spiritual sense. However, he then remembered about the ring Bilbo found beneath the mountains, won (or stolen, depending on your point of view) from the creature Gollum, and the strange power it held; not just invisibility, as was Bilbo’s main use for it, but the hypnotic effect it had on Gollum (he even subsequently rewrote that scene for The Hobbit‘s second edition to emphasise that effect). He decided that the strange power of the ring was a more natural direction to follow, and so he wrote about that instead.

Progress was slow. Tolkein went months at a time without working on the book, making only occasional, sporadic yet highly focused bouts of progress. Huge amounts were cross-referenced or borrowed from his earlier writings concerning the mythology, history & background of Middle Earth, Tolkein constantly trying to make his mythic world feel and, in a sense, be as real as possible, but it was mainly due to the influence of his son Christopher, who Tolkein would send chapters to whilst he was away fighting the Second World War in his father’s native South Africa, that the book ever got finished at all. When it eventually did, Tolkein had been working the story of Bilbo’s son Frodo and his adventure to destroy the Ring of Power for over 12 years. His final work was over 1000 pages long, spread across six ‘books’, as well as being laden with appendices to explain & offer background information, and he called it The Lord of The Rings (in reference to his overarching antagonist, the Dark Lord Sauron).

A similar story had, incidentally, been attempted once before; Der Ring des Nibelungen is an opera (well, four operas) written by German composer Richard Wagner during the 19th century, traditionally performed over the course of four consecutive nights (yeah, you have to be pretty committed to sit through all of that) and also known as ‘The Ring Cycle’- it’s where ‘Ride of The Valkyries’ comes from. The opera follows the story of a ring, made from the traditionally evil Rhinegold (gold panned from the Rhine river), and the trail of death, chaos and destruction it leaves in its wake between its forging & destruction. Many commentators have pointed out the close similarities between the two, and as a keen follower of Germanic mythology Tolkein certainly knew the story, but Tolkein rubbished any suggestion that he had borrowed from it, saying “Both rings were round, and there the resemblance ceases”. You can probably work out my approximate personal opinion from the title of this post, although I wouldn’t read too much into it.

Even once his epic was finished, the problems weren’t over. Once finished, he quarrelled with Allen & Unwin over his desire to release LOTR in one volume, along with his still-incomplete Silmarillion (that he wasn’t allowed to may explain all the appendices). He then turned to Collins, but they claimed his book was in urgent need of an editor and a license to cut (my words, not theirs, I should add). Many other people have voiced this complaint since, but Tolkein refused and ordered Collins to publish by 1952. This they failed to do, so Tolkein wrote back to Allen & Unwin and eventually agreed to publish his book in three parts; The Fellowship of The Ring, The Two Towers, and The Return of The King (a title Tolkein, incidentally, detested because it told you how the book ended).

Still, the book was out now, and the critics… weren’t that enthusiastic. Well, some of them were, certainly, but the book has always had its detractors among the world of literature, and that was most certainly the case during its inception. The New York Times criticised Tolkein’s academic approach, saying he had “formulated a high-minded belief in the importance of his mission as a literary preservationist, which turns out to be death to literature itself”, whilst others claimed it, and its characters in particular, lacked depth. Even Hugo Dyson, one of Tolkein’s close friends and a member of his own literary group, spent public readings of the book lying on a sofa shouting complaints along the lines of “Oh God, not another elf!”. Unlike The Hobbit, which had been a light-hearted children’s story in many ways, The Lord of The Rings was darker & more grown up, dealing with themes of death, power and evil and written in a far more adult style; this could be said to have exposed it to more serious critics and a harder gaze than its predecessor, causing some to be put off by it (a problem that wasn’t helped by the sheer size of the thing).

However, I personally am part of the other crowd, those who have voiced their opinions in nearly 500 five-star reviews on Amazon (although one should never read too much into such figures) and who agree with the likes of CS  Lewis, The Sunday Telegraph and Sunday Times of the time that “Here is a book that will break your heart”, that it is “among the greatest works of imaginative fiction of the twentieth century” and that “the English-speaking world is divided into those who have read The Lord of the Rings and The Hobbit and those who are going to read them”. These are the people who have shown the truth in the review of the New York Herald Tribune: that Tolkein’s masterpiece was and is “destined to outlast our time”.

But… what exactly is it that makes Tolkein’s epic so special, such a fixture; why, even years after its publication as the first genuinely great work of fantasy, it is still widely regarded as the finest work the genre has ever produced? I could probably write an entire book just to try and answer that question (and several people probably have done), but to me it was because Tolkein understood, absolutely perfectly and fundamentally, exactly what he was trying to write. Many modern fantasy novels try to be uber-fantastical, or try to base themselves around an idea or a concept, in some way trying to find their own level of reality on which their world can exist, and they often find themselves in a sort of awkward middle ground, but Tolkein never suffered that problem because he knew that, quite simply, he was writing a myth, and he knew exactly how that was done. Terry Pratchett may have mastered comedic fantasy, George RR Martin may be the king of political-style fantasy, but only JRR Tolkein has, in recent times, been able to harness the awesome power of the first source of story; the legend, told around the campfire, of the hero and the villain, of the character defined by their virtues over their flaws, of the purest, rawest adventure in the pursuit of saving what is good and true in this world. These are the stories written to outlast the generations, and Tolkein’s mastery of them is, to me, the secret to his masterpiece.

Desert Bus

Charity is, as has been well documented, the most competitive industry on the planet. The trouble is that there are many, many things wrong with this world, and lots of people who believe that all should get the same thing- but nearly all of them are going after the same target demographic (the rich middle classes who can afford to give to them), and there are simply so many of them competing for people’s time, energy and, most importantly, financial support that many get drowned under the weight of competition. This has lead to many charity events in recent years attempting to break out from the mainstream collection ideas, focusing on charitable enterprise or other such concepts in order to be different and identifiable. However, when preparing for one such event that is happening in the very near future (hence why I’m publishing this post a day early) I saw an opportunity to combine the topic of charity with blogging and an old favourite fall-back topic, gaming- but to start with, I’m going to talk about magic, so sit in for a story folks.

In 1975 a pair of American magicians delivered a show in Minnesota that would quickly become the first of many. With another co-host, the duo built their reputation with a regular show that lasted until 1981, before moving to New York to start their own off Broadway shows. By 1985 these were garnering them some top reviews, so as the 90s approached they turned their act to Broadway proper. During the 1990s they were appearing regularly on chat shows, doing US national tours and making TV cameos, firmly establishing themselves as possibly the most famous magicians on earth at that time (and possibly the present day too). Their names were (and are) Penn & Teller.

By 1995 their career was reaching a zenith; famous both nationally and around the world, they were the closest the magical world had to global superstars. And with stardom came all the trappings of fame, including incessant requests from various publishers and agents asking to be allowed to use their name to plug something, and presumably in late 1994 one such offer from Absolute Entertainment was accepted; to allow Penn & Teller to be the subject material for a videogame.

The game in question was to be called Penn & Teller’s Smoke And Mirrors; the console, the Sega-CD (an add-on for the Sega Mega Drive that was at the time fighting a furious console war with Nintendo’s Super NES). The game itself consisted of a series of mini-games, in a similar way to how a magic show is comprised of individual tricks- or at least, that was the idea. Each game was a trick you had to master, a little bit of slight-of-hand/controller that you had to learn before inviting your friends over and thrashing them since you knew how the trick worked, as a form of payback against those friends “who come over to your house, eat your food, drink your soda, play your games and always beat you” (Penn’s words, not mine). Many have since voiced the opinion that videogaming was a rather odd choice of platform for this idea, but whether this would have impacted sales was never discovered, as Absolute Entertainment went bust after (conveniently) they had completed the game’s development, but before they got a chance to ship it and pay Penn & Teller back the licensing money they were owed. Under the terms of the contract, this rendered all deals regarding use of Penn & Teller’s likenesses and intellectual property null and void, meaning Absolute Entertainment’s owners (Skyworks Interactive Inc.) couldn’t sell the game, and all the copies they produced presumably sat in a corner gathering dust somewhere. However, before the studio went under another player entered our story, by the name of Janet Reno.

At the time, Janet Reno was Attorney General of the United States under Bill Clinton’s leadership, and at the time in question she chose a particularly opportune moment to join the chorus of voices against the violence in videogames. Reno’s argument partially centred on the idea that these games were unrealistic, and should try to depict life as it really was rather than clouding the mind’s of the nation’s children (or something), so as a rather sly joke Penn & Teller slipped one more minigame in, the only one that wasn’t a magic trick. A little minigame going by the name of Desert Bus.

Desert Bus was described as being designed to be an example of ‘stupefyingly realistic gameplay’, and in it you played as a bus driver. Your job was to drive between two US cities, Tucson, Arizona, and Las Vegas, Nevada, at no more than 45 miles per hour (presumably the bus was electronically limited), in real-time, right across the Great American desert. The scenery was fairly unchanging (the odd tree or bus stop goes by), there is no traffic coming the other way, the graphics are about as good as could be expected from that generation console, there are no people to pick up, and the journey takes 8 hours to complete in each direction. After 5 hours, a bug hits the windscreen. This is considered a highlight.

However, there were three things that turned this from a rather interesting statement by the game developers to a simultaneously evil and absolutely hilarious game, depending on whether you were playing or just hearing about it. Firstly, there is no ability to pause; pressing the pause button merely activates the horn, so you’re in for the long haul. Secondly, the bus lists to the right, meaning one cannot simply tape down the accelerator and leave it for eight hours- it requires one’s constant attention (and repeated turning left) to avoid crashing. If you do crash, and stay still for 15 seconds, a tow truck comes to take you back to Tucson- again, in real time, and at 45 miles an hour. Thirdly, if you reach Vegas, you get one point- and 15 seconds to decide if you want to try for another one by heading back to Tucson. The game has a limit of 99 points, never achieved without the use of an emulator. This is the world’s greatest endurance test- Penn & Teller even had plans, had the game been released, to set up a competition for who could get the most points, the prize being a luxury trip in ‘the real Desert Bus’, a few nights in a luxury Vegas hotel and tickets to their show, but of course the game never exactly received widespread coverage.

That is, however, not until 2007, when two more players enter our story- Penny Arcade and LoadingReadyRun. Penny Arcade is probably the most famous webcomic in the world, written by a couple of games nerds for games nerds (I should probably say at this point that I’ve never actually read it, but ho hum), and very much acting as a voice for the gaming community. It’s founders, Jerry Holkins and Mike Krahulik, have become successful enough to start their own gaming convention (PAX), and in 2003 they embarked on another project- Child’s Play. Designed with the view in mind of a gaming charity, a chance for gaming culture to give something back to society and to improve its negative image as being violent and uncouth, it aims to deliver toys and videogames to sick children in hospitals worldwide, in order to make their lives a little more bearable. Some have said that it’s message is perhaps not as righteous as that of, say, Oxfam, but these people are kind of missing the point of charity and it is nonetheless charmingly sweet in concept. Penny Arcade’s prominence among the gaming community is such that many key industry figures have got behind it and the charity has so far raised over $12 million, nearly one million of which has come thanks to the work of a group of Canadians behind an 8-year old internet sketch comedy series called LoadingReadyRun.

You see, in 2007 the guys behind LoadingReadyRun decided that they would try to use their small but devoted hardcore fan base to raise some cash for such a good cause, and so decided to organise a charity gaming marathon in aid of Child’s Play. Casting around for a suitable game to play, they decided that ‘the most boring game in the world’ would form a good backdrop whilst they danced, pissed around and generally humiliated themselves on camera to get donations, and so they plumped for Desert Bus. As they slotted a copy of the game (don’t ask me where they got it from) into a borrowed Sega CD, they hoped to try and raise $5,000 dollars, the plan being that their strategy of ‘the more we get the longer we play’ would last them about a weekend. They made four times their target, and the following year did the same thing again and hit $70,000, forcing them to play for nearly 4 days. By the next year their comedy had reached a wider audience after being picked up and hosted by The Escapist online ‘magazine’, and they broke $100,000 for the first time; last year they made $383,125.10, and hope to bring their sum total to over a million this year. Desert Bus For Hope 6 starts tomorrow, at 5am GMT (or 9pm PST), it’s for a great cause, and it should be entertaining to watch the kind of challenges they get up to- they are professional sketch comedians after all. The website’s here, and the list of people ringing in is here (spoiler- the list includes Notch), and a far more entertaining history of the game is here. If you’ve got the time free, give them a watch. It’s for the children.

The Rich and the Failures

Modern culture loves its celebrities. For many a year, our obsessions have been largely focused upon those who spend their lives in the public eye- sportsmen and women, film and music stars, and anyone lucky and vacuous enough to persuade a TV network that they deserve a presenting contract. In recent years however, the sphere of fame has spread outwards, incorporating some more niche fields- survival experts like Bear Grylls are one group to come under the spotlight, as are a multitude of chefs who have begun to work their way into the media. However, the group I wish to talk about are businessmen. With the success of shows like Dragon’s Den and The Apprentice, as well as the charisma of such business giants as Mark Zuckerberg and Bill Gates, a few people who were once only known of by dry financiers are now public figures who we all recognise.

One of the side-effects of this has, of course, been the publishing of autobiographies. It is almost a rite of passage for the modern celebrity- once you have been approached by a publisher and (usually) ghostwriter to get your life down on paper, you know you’ve made it. In the case of businessmen, the target market for these books are people in awe of their way of life – the self-made riches, the fame and the standing – who wish to follow in their footsteps and as such, these autobiographies are basically long guides of business advice based around their own personal case study. The books now filling this genre do not only come from the big TV megastars however- many other people smart enough to spot a good bandwagon and rich enough to justify leaping onto it appear to be following the trend of publishing these ‘business manuals’, in an effort to make another quick buck to add to their own long personal lists.

The advice they offer can be fairly predictable- don’t back down, doggedly push on when people give you crap, take risks and break the rules, spot opportunities and try to be the first one to exploit them, etc. All of which is, I am sure what they believe really took them to the top.

I, however, would add one more thing to this list- learn to recognise when you’re onto a loser. For whilst all this advice might work superbly for the handful of millionaires able to put their stories down, it could be said to have worked less well for the myriad of people who lie broken and failed by the wayside from following exactly the same advice. You see, it is many of those exact same traits – a stubborn, almost arrogant, refusal to back down, a risk-taking, opportunistic personality, unshakeable, almost delusional, self-confidence – that characterise many of our society’s losers. The lonely drunk in the bar banging on about how ‘I could have made it y’know’ is one example, or the bloke whose worked in the same office for 20 years and has very much his own ideas about his repeated passing over for promotion. These people have never been able to let go, never been able to step outside the all-encompassing bubble of their own fantasy and realise the harsh reality of their situation, and indeed of life itself. They are just as sure of themselves as Duncan Bannatyne, just as pugnacious as Alan Sugar, just as eager to spy an opportunity as Steve Jobs. But it’s the little things that separate them, and keep their salary in the thousands rather than the millions. Not just the business nous, but the ability to recognise a sure-fire winner from a dead horse, the ability to present oneself as driven rather than arrogant, to know who to trust and which side to pick, as well as the little slivers (and in some cases giant chunks) of luck that are behind every major success. And just as it is the drive and single-mindedness that can set a great man on his road to riches, so it can also be what holds back the hundreds of failures who try to follow in his footsteps and end up chasing dreams, when they are unable to escape them.

I well recognise that I am in a fairly rubbish position from which to offer advice in this situation, as I have always recognised that business, and in some ways success itself, is not my strong suit. Whilst I am not sure it would be all too beyond me to create a good product, I am quite aware that my abilities to market and sell such an item would not do it justice. In this respect I am born to be mediocre- whilst I have some skills, I don’t have the ambition or confidence to try and go for broke in an effort to hit the top. However, whilst this conservative approach does limit my chances of hitting the big time, it also allows me to stay grounded and satisfied with my position and minimises the chance of any catastrophic failure in life.

I’m not entirely sure what lessons one can take from this idea. For anyone seeking to go for the stars, then all I can offer is good luck, and a warning to keep your head on your shoulders and a firm grip on reality. For everyone else… well, I suppose that the best way to put it is to say that there are two ways to seek success in your life. One is to work out exactly where you want to be, exactly how you want to be successful, and strive to achieve it. You may have to give up a lot, and it may take you a very, very long time, but if you genuinely have what it takes and are not deluding yourself, then that path is not closed off to you.

The other, some would say harder, yet arguably more rewarding way, is to learn how to be happy with who and what you are right now.

The Inevitable Dilemma

And so, today I conclude this series of posts on the subject of alternative intelligence (man, I am getting truly sick of writing that word). So far I have dealt with the philosophy, the practicalities and the fundamental nature of the issue, but today I tackle arguably the biggest and most important aspect of AI- the moral side. The question is simple- should we be pursuing AI at all?

The moral arguments surrounding AI are a mixed bunch. One of the biggest is the argument that is being thrown at a steadily wider range of high-level science nowadays (cloning, gene analysis and editing, even synthesis of new artificial proteins)- that the human race does not have the moral right, experience or ability to ‘play god’ and modify the fundamentals of the world in this way. Our intelligence, and indeed our entire way of being, has evolved over thousands upon millions of years of evolution, and has been slowly sculpted and built upon by nature over this time to find the optimal solution for self-preservation and general well being- this much scientists will all accept. However, this argument contends that the relentless onward march of science is simply happening too quickly, and that the constant demand to make the next breakthrough, do the next big thing before everybody else, means that nobody is stopping to think of the morality of creating a new species of intelligent being.

This argument is put around a lot with issues such as cloning or culturing meat, and it’s probably not helped matters that it is typically put around by the Church- never noted as getting on particularly well with scientists (they just won’t let up about bloody Galileo, will they?). However, just think about what could happen if we ever do succeed in creating a fully sentient computer. Will we all be enslaved by some robotic overlord (for further reference, see The Matrix… or any other of the myriad sci-fi flicks based on the same idea)? Will we keep on pushing and pushing to greater endeavours until we build a computer with intelligence on all levels infinitely superior to that of the human race? Or will we turn robot-kind into a slave race- more expendable than humans, possibly with programmed subservience? Will we have to grant them rights and freedoms just like us?

Those last points present perhaps the biggest other dilemma concerning AI from a purely moral standpoint- at what point will AI blur the line between being merely a machine and being a sentient entity worthy of all the rights and responsibilities that entails? When will a robot be able to be considered responsible for its own actions? When will be able to charge a robot as the perpetrator of a crime? So far, only one person has ever been killed by a robot (during an industrial accident at a car manufacturing plant), but if such an event were ever to occur with a sentient robot, how would we punish it? Should it be sentenced to life in prison? If in Europe, would the laws against the death penalty prevent a sentient robot from being ‘switched off’? The questions are boundless, but if the current progression of AI is able to continue until sentient AI is produced, then they will have to be answered at some point.

But there are other, perhaps more worrying issues to confront surrounding advanced AI. The most obvious non-moral opposition to AI comes from an argument that has been made in countless films over the years, from Terminator to I, Robot- namely, the potential that if robot-kind are ever able to equal or even better our mental faculties, then they could one day be able to overthrow us as a race. This is a very real issue when confronting the stereotypical issue of a war robot- that of an invincible metal machine capable of wanton destruction on par with a medium sized tank, and who is easily able to repair itself and make more of itself. It’s an idea that is reasonably unlikely to ever become real, but it actually raises another idea- one that is more likely to happen, more likely to build unnoticed, and is far, far more scary. What if the human race, fragile little blobs of fairly dumb flesh that we are, were ever to be totally superseded as an entity by robots?

This, for me, is the single most terrifying aspect of AI- the idea that I may one day become obsolete, an outdated model, a figment of the past. When compared to a machine’s ability to churn out hundreds of copies of itself simply from a blueprint and a design, the human reproductive system suddenly looks very fragile and inefficient by comparison. When compared to tough, hard, flexible modern metals and plastics that can be replaced in minutes, our mere flesh and blood starts to seem delightfully quaint. And if the whirring numbers of a silicon chip are ever able to become truly intelligent, then their sheer processing capacity makes our brains seem like outdated antiques- suddenly, the organic world doesn’t seem quite so amazing, and certainly more defenceless.

But could this ever happen? Could this nightmare vision of the future where humanity is nothing more than a minority race among a society ruled by silicon and plastic ever become a reality? There is a temptation from our rational side to say of course not- for one thing, we’re smart enough not to let things get to that stage, and that’s if AI even gets good enough for it to happen. But… what if it does? What if they can be that good? What if intelligent, sentient robots are able to become a part of a society to an extent that they become the next generation of engineers, and start expanding upon the abilities of their kind? From there on, one can predict an exponential spiral of progression as each successive and more intelligent generation turns out the next, even better one. Could it ever happen? Maybe not. Should we be scared? I don’t know- but I certainly am.