The Salmon of Doubt

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The Salmon of Doubt Page 16

by Douglas Adams


  What I’m suggesting is that feng shui and an awful lot of other things are precisely of that kind of problem. There are all sorts of things we know how to do, but don’t necessarily know what we do, we just do them. Go back to the issue of how you figure out how a room or a house should be designed, and instead of going through all the business of trying to work out the angles and trying to digest which genuine architectural principles you may want to take out of what may be a passing architectural fad, just ask yourself, “How would a dragon live here?” We are used to thinking in terms of organic creatures; an organic creature may consist of an enormous complexity of all sorts of different variables that are beyond our ability to resolve, but we know how organic creatures live. We’ve never seen a dragon, but we’ve all got an idea of what a dragon is like, so we can say, “Well, if a dragon went through here, he’d get stuck just here and a little bit cross over there because he couldn’t see that and he’d wave his tail and knock that vase over.” You figure out how the dragon’s going to be happy here, and lo and behold, you’ve suddenly got a place that makes sense for other organic creatures, such as ourselves, to live in.

  So, my argument is that as we become more and more scientifically literate, it’s worth remembering that the fictions with which we previously populated our world may have some function that it’s worth trying to understand and preserve the essential components of, rather than throwing out the baby with the bath water; because even though we may not accept the reasons given for them being here in the first place, it may well be that there are good practical reasons for them, or something like them, to be there. I suspect that as we move farther and farther into the field of digital or artificial life, we will find more and more unexpected properties begin to emerge out of what we see happening and that this is a precise parallel to the entities we create around ourselves to inform and shape our lives and enable us to work and live together. Therefore, I would argue that though there isn’t an actual God, there is an artificial God, and we should probably bear that in mind. That is my debating point, and you are now free to start hurling the chairs around!

  Q. What is the fourth age of sand?

  Let me back up for a minute and talk about the way we communicate. Traditionally, we have a bunch of different ways in which we communicate with each other. One way is one-to-one; we talk to each other, have a conversation. Another is one-to-many, which I’m doing at the moment, or someone could stand up and sing a song, or announce we’ve got to go to war. Then we have many-to-one communication; we have a pretty patchy, clunky, not-really-working version we call democracy, but in a more primitive state I would stand up and say, “Okay, we’re going to go to war,” and some may shout back, “No, we’re not!”—and then we have many-to-many communication in the argument that breaks out afterwards!

  In this century (and the previous century) we modelled one-to-one communications in the telephone, which I assume we are all familiar with. We have one-to-many communication—boy, do we have an awful lot of that—broadcasting, publishing, journalism, etc. We get information poured at us from all over the place, and it’s completely indiscriminate as to where it might land. It’s curious, but we don’t have to go very far back in our history until we find that all the information that reached us was relevant to us and therefore anything that happened, any news, whether it was about something that’s actually happened to us, in the next house, or in the next village, within the boundary or within our horizon, it happened in our world, and if we reacted to it, the world reacted back. It was all relevant to us, so, for example, if somebody had a terrible accident, we could crowd round and really help. Nowadays, because of the plethora of one-to-many communication we have, if a plane crashes in India we may get terribly anxious about it, but our anxiety doesn’t have any impact. We’re not very well able to distinguish between a terrible emergency that’s happened to somebody a world away and something that’s happened to someone round the corner. We can’t really distinguish between them anymore, which is why we get terribly upset by something that has happened to somebody in a soap opera that comes out of Hollywood and maybe less concerned when it’s happened to our sister. We’ve all become twisted and disconnected and it’s not surprising that we feel very stressed and alienated in the world because the world impacts on us but we don’t impact the world. Then there’s many-to-one; we have that, but not very well yet, and there’s not much of it about. Essentially, our democratic systems are a model of that, and though they’re not very good, they will improve dramatically.

  But the fourth, the many-to-many, we didn’t have at all before the coming of the Internet, which, of course, runs on fiberoptics. It’s communication between us that forms the fourth age of sand. Take what I said earlier about the world not reacting to us when we react to it; I remember the first moment, a few years ago, at which I began to take the Internet seriously. It was a very, very silly thing. There was a guy, a computer research student at Carnegie Mellon, who liked to drink Dr Pepper Light. There was a drinks machine a couple of storeys away from him, where he used to regularly go and get his Dr Pepper, but the machine was often out of stock, so he had quite a few wasted journeys. Eventually he figured out, “Hang on, there’s a chip in there and I’m on a computer and there’s a network running around the building, so why don’t I just put the drinks machine on the network, then I can poll it from my terminal whenever I want, and tell if I’m going to have a wasted journey or not?” So he connected the machine to the local network, but the local net was part of the Internet—so suddenly anyone in the world could see what was happening with this drinks machine. Now, that may not be vital information but it turned out to be curiously fascinating; everyone started to know what was happening with the drinks machine. It began to develop, because the chip in the machine didn’t just say, “The slot which has Dr Pepper Light is empty,” but had all sorts of information; it said, “There are seven Cokes and three Diet Cokes, the temperature they are stored at is this and the last time they were loaded was that.” There was a lot of information in there, and there was one really fabulous piece of information: it turned out that if someone had put their fifty cents in and not pressed the button, i.e., if the machine was pregnant, then you could, from your computer terminal wherever you were in the world, log on to the drinks machine and drop that can! Somebody could be walking down the corridor when suddenly, bang!—there was a Coca-Cola can! What caused that? Well, obviously somebody five thousand miles away! Now that was a very, very silly but fascinating story, and what it said to me was that this was the first time we could reach back into the world. It may not be terribly important that from five thousand miles away you can reach into a university corridor and drop a Coca-Cola can, but it’s the first shot in the war of bringing to us a whole new way of communicating. So that, I think, is the fourth age of sand.

  Extemporaneous speech given at Digital Biota 2, Cambridge, SEPTEMBER 1998

  Cookies

  This actually did happen to a real person, and the real person is me. I had gone to catch a train. This was April 1976, in Cambridge, U.K. I was a bit early for the train. I’d gotten the time of the train wrong. I went to get myself a newspaper to do the crossword, and a cup of coffee and a packet of cookies. I went and sat at a table. I want you to picture the scene. It’s very important that you get this very clear in your mind. Here’s the table, newspaper, cup of coffee, packet of cookies. There’s a guy sitting opposite me, perfectly ordinary-looking guy wearing a business suit, carrying a briefcase. It didn’t look like he was going to do anything weird. What he did was this: he suddenly leaned across, picked up the packet of cookies, tore it open, took one out, and ate it.

  Now this, I have to say, is the sort of thing the British are very bad at dealing with. There’s nothing in our background, upbringing, or education that teaches you how to deal with someone who in broad daylight has just stolen your cookies. You know what would happen if this had been South Central Los Angeles. There would have very
quickly been gunfire, helicopters coming in, CNN, you know . . . But in the end, I did what any red-blooded Englishman would do: I ignored it. And I stared at the newspaper, took a sip of coffee, tried to do a clue in the newspaper, couldn’t do anything, and thought, What am I going to do?

  In the end I thought, Nothing for it, I’ll just have to go for it, and I tried very hard not to notice the fact that the packet was already mysteriously opened. I took out a cookie for myself. I thought, That settled him. But it hadn’t because a moment or two later he did it again. He took another cookie. Having not mentioned it the first time, it was somehow even harder to raise the subject the second time around. “Excuse me, I couldn’t help but notice . . .” I mean, it doesn’t really work.

  We went through the whole packet like this. When I say the whole packet, I mean there were only about eight cookies, but it felt like a lifetime. He took one, I took one, he took one, I took one. Finally, when we got to the end, he stood up and walked away. Well, we exchanged meaningful looks, then he walked away, and I breathed a sigh of relief and sat back.

  A moment or two later the train was coming in, so I tossed back the rest of my coffee, stood up, picked up the newspaper, and underneath the newspaper were my cookies. The thing I like particularly about this story is the sensation that somewhere in England there has been wandering around for the last quarter-century a perfectly ordinary guy who’s had the same exact story, only he doesn’t have the punch line.

  From a speech to Embedded Systems, 2001

  Interview with the Onion A.V. Club

  I think the idea of art kills creativity.

  —D.N.A.

  THE ONION. You’ve got a lot of stuff going on. What do you want to talk about first?

  DOUGLAS ADAMS. I guess there are two main things. One is that we are imminently about to finish this thing that I’ve been laboring over for what seems like two years now, called Starship Titanic, which is a CD-ROM. It’s coming out in a couple months’ time. The other thing is that I’ve just agreed to the sale of Hitchhiker’s Guide to Disney. So I guess over the next couple of years, that’s what I’m going to be doing. I’m making that movie.

  O. Tell me about Starship Titanic.

  D.A. Well, it’s a CD-ROM, and the most important thing is that it started as a CD-ROM. People wanted me to do a CD-ROM of Hitchhiker’s, and I thought, “No, no.” I didn’t want to just sort of reverse-engineer yet another thing from a book I’d already written. I think that the digital media are interesting enough in their own right to be worth originating something in. Because, really, the moment you have any idea, the second thought that enters your mind after the original idea is “What is this? Is it a book, is it a movie, is it a this, is it a that, is it a short story, is it a breakfast cereal?” Really, from that moment, your decision about what kind of thing it is then determines how it develops. So something will be very, very different if it’s developed as a CD-ROM than if it’s developed as a book. Now, in fact, I tell a slight lie, because the idea as such, in a sort of single-paragraph form, actually was what it was in one of the Hitchhiker books—I think Life, the Universe, and Everything. Because whenever I’d get sort of stuck on the story line in Hitchhiker, I’d always invent a couple of other quick story lines and give them to The Guide to talk about. So here was one little idea that was sitting there, and a number of people said to me, “Oh, you should turn that into a novel.” It just seemed like too much of a good idea, and I tend to resist those. But in fact I discovered there was a very good reason why I wasn’t interested in doing Starship Titanic as a book, which was that essentially it was a story about a thing. I just thought of this idea and didn’t have any people attached to it, and you can only really tell stories about people. So, later, when I was thinking, “Okay, now I want to do a CD-ROM, because I want to justify the fact that I spend all my time sitting fiddling around with computers,” I actually wanted to turn it into proper grown-up work. So I was thinking, what would be a good thing? Then I suddenly remembered that the problem with turning Starship Titanic into a book—that it was about a thing, about a place, about a ship—suddenly became very much to its advantage. When you’re doing a CD-ROM, what you’re eventually going to create is a place, an environment.

  O. And the user becomes the character.

  D.A. Yeah, exactly. Once the place begins to develop, you then put characters in it. But it isn’t about the characters, it’s about the ship. What I then wanted to do was something . . . Well, it was either very old-fashioned or very radical, depending on which way you look at it; I wanted to build a conversation engine into the game. Years and years ago, I did a game based on Hitchhiker’s Guide with a company called Infocom, which was a great company. They were doing witty, intelligent, literate games based on text. You know, there are several thousand years of human culture telling you you can do quite a lot with text, and putting in the extra element of interactivity should just add to the possibilities. You turn the computer into the storyteller and the player into the audience, like in the old days when the storyteller would actually respond to the audience, rather than just having the audience respond to the storyteller. I had an enormous amount of fun, actually, working on that. I just loved constructing these virtual conversations between the player and the machine. So I just thought it’d be lovely to try to extend that and do more with it in a modern graphics game. Because what I would like to do is see if one can take that old conversation technology and make characters really speak. Put them in an environment and see where you go from there. So we started to tackle this problem of being able to speak to the characters. Of course, everything you do with language just balloons as a problem. To begin with, we wanted to do it whereby it would be text-to-speech, which gives you the advantage that you have much more flexibility in constructing sentences on the fly. On the other hand, all of your characters sound like semi-concussed Norwegians, which I felt was a downside. So we eventually realized we were going to have to do prerecorded speech. And I thought, “That’s terrible, because you only have a limited number of responses. It’s just going to be . . . Oh, I’m not sure about that.” So the way we eventually solved the problem, or gradually solved the problem, was that the amount of prerecorded speech just got bigger, and bigger, and bigger, and bigger. We just did another two-hour recording session this morning. We’ve now got something like sixteen hours of little conversational snippets: little phrases, sentences, half-sentences, and all the things the machine puts together on the fly in response to what you type in. For a long time it wasn’t working very well. And now, just really in the last two or three weeks, it’s started to come together, and it’s started to be spooky. People come in and say, “Yeah, yeah, yeah, I don’t see how this is going to work. How ’bout if you ask it this?” And they do, and their jaw drops. It’s just wonderful. People come in and spend hours just sitting, locked in conversation with these characters. I hasten to add that with the sixteen hours of dialogue, it was a small team of us who wrote it. I did part of the dialogue writing, and other people did some, and we all pulled it together. It’s pretty remarkable when it works. You suddenly have this populated world. Very strange, damaged robots crawling around the place, all of whom have a wide range of opinions and attitudes and ideas and strange histories, and know about some entirely unexpected things. You can engage them all in conversation.

  O. Do you feel concerned that after all this work, people won’t treat it with the gravity of, say, a movie or a book? That they won’t treat it as an art form?

  D.A. I hope that’s the case, yes. I get very worried about this idea of art. Having been an English literary graduate, I’ve been trying to avoid the idea of doing art ever since. I think the idea of art kills creativity. That was one of the reasons I really wanted to go and do a CD-ROM: because nobody will take it seriously, and therefore you can sneak under the fence with lots of good stuff. It’s funny how often it happens. I guess when the novel started, most early novels were just sort of pornography: Apparen
tly, most media actually started as pornography and sort of grew from there. This is not a pornographic CD-ROM, I hasten to add. Before 1962, everybody thought pop music was sort of . . . Nobody would have ever remotely called it art, and then somebody comes along and is just so incredibly creative in it, just because they love it to bits and think it’s the greatest fun you can possibly have. And within a few years, you’ve got Sgt. Pepper’s and so on, and everybody’s calling it art. I think media are at their most interesting before anybody’s thought of calling them art, when people still think they’re just a load of junk.

  O. But, say, twenty years from now, would you like to be recognized as one of the earliest practitioners of CD-ROM as art?

 

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