Posts Tagged ‘E.E. Smith’
Children of the Lens
During World War II, as the use of radar became widespread in battle, the U.S. Navy introduced the Combat Information Center, a shipboard tactical room with maps, consoles, and screens of the kind that we’ve all seen in television and the movies. At the time, though, it was like something out of science fiction, and in fact, back in 1939, E.E. “Doc” Smith had described a very similar display in the serial Gray Lensman:
Red lights are fleets already in motion…Greens are fleets still at their bases. Ambers are the planets the greens took off from…The white star is us, the Directrix. That violet cross way over there is Jalte’s planet, our first objective. The pink comets are our free planets, their tails showing their intrinsic velocities.
After the war, in a letter dated June 11, 1947, the editor John W. Campbell told Smith that the similarity was more than just a coincidence. Claiming to have been approached “unofficially, and in confidence” by a naval officer who played an important role in developing the C.I.C., Campbell said:
The entire setup was taken specifically, directly, and consciously from the Directrix. In your story, you reached the situation the Navy was in—more communications channels than integration techniques to handle it. You proposed such an integrating technique, and proved how advantageous it could be…Sitting in Michigan, some years before Pearl Harbor, you played a large share in the greatest and most decisive naval action of the recent war!
Unfortunately, this wasn’t true. The naval officer in question, Cal Laning, was indeed a science fiction fan—he was close friends with Robert A. Heinlein—but any resemblance to the Directrix was coincidental, or, at best, an instance of convergence as fiction and reality addressed the same set of problems. (An excellent analysis of the situation can be found in Ed Wysocki’s very useful book An Astounding War.)
If Campbell was tempted to overstate Smith’s influence, this isn’t surprising—the editor was disappointed that science fiction hadn’t played the role that he had envisioned for it in the war, and this wasn’t the first or last time that he would gently exaggerate it. Fifteen years later, however, Smith’s fiction had a profound impact on a very different field. In 1962, Steve Russell of M.I.T. developed Spacewar, the first video game to be played on more than one computer, with two spaceships dueling with torpedoes in the gravity well of a star. In an article for Rolling Stone written by my hero Stewart Brand, Russell recalled:
We had this brand new PDP-1…It was the first minicomputer, ridiculously inexpensive for its time. And it was just sitting there. It had a console typewriter that worked right, which was rare, and a paper tape reader and a cathode ray tube display…Somebody had built some little pattern-generating programs which made interesting patterns like a kaleidoscope. Not a very good demonstration. Here was this display that could do all sorts of good things! So we started talking about it, figuring what would be interesting displays. We decided that probably you could make a two-dimensional maneuvering sort of thing, and decided that naturally the obvious thing to do was spaceships…
I had just finished reading Doc Smith’s Lensman series. He was some sort of scientist but he wrote this really dashing brand of science fiction. The details were very good and it had an excellent pace. His heroes had a strong tendency to get pursued by the villain across the galaxy and have to invent their way out of their problem while they were being pursued. That sort of action was the thing that suggested Spacewar. He had some very glowing descriptions of spaceship encounters and space fleet maneuvers.
The “somebody” whom he mentions was Marvin Minsky, another science fiction fan, and Russell’s collaborator Martin Graetz elsewhere cited Smith’s earlier Skylark series as an influence on the game.
But the really strange thing is that Campbell, who had been eager to claim credit for Smith when it came to the C.I.C., never made this connection in print, at least not as far as I know, although he was hugely interested in Spacewar. In the July 1971 issue of Analog, he published an article on the game by Albert W. Kuhfeld, who had developed a variation of it at the University of Minnesota. Campbell wrote in his introductory note:
For nearly a dozen years I’ve been trying to get an article on the remarkable educational game invented at M.I.T. It’s a great game, involving genuine skill in solving velocity and angular relation problems—but I’m afraid it will never be widely popular. The playing “board” costs about a quarter of a megabuck!
Taken literally, the statement “nearly a dozen years” implies that the editor heard about Spacewar before it existed, but the evidence legitimately implies that he learned of it almost at once. Kuhfeld writes: “Although it uses a computer to handle orbital mechanics, physicists and mathematicians have no great playing advantage—John Campbell’s seventeen-year-old daughter beat her M.I.T. student-instructor on her third try—and thereafter.” Campbell’s daughter was born in 1945, which squares nicely with a visit around the time of the game’s first appearance. It isn’t implausible that Campbell would have seen and heard about it immediately—he had been close to the computer labs at Harvard and M.I.T. since the early fifties, and he made a point of dropping by once a year. If the Lensman series, the last three installments of which he published, had really been an influence on Spacewar, it seems inconceivable that nobody would have told him. For some reason, however, Campbell, who cheerfully promoted the genre’s impact on everything from the atomic bomb to the moon landing, didn’t seize the opportunity to do the same for video games, in an article that he badly wanted to publish. (In a letter to the manufacturers of the PDP-1, whom he had approached unsuccessfully for a writeup, he wrote: “I’ve tried for years to get a story on Spacewar, and I’ve repeatedly had people promise one…and not deliver.”)
So why didn’t he talk about it? The obvious answer is that he didn’t realize that Spacewar, which he thought would “never be widely popular,” was anything more than a curiosity, and if he had lived for another decade—he died just a few months after the article came out—he would have pushed the genre’s connection to video games as insistently as he did anything else. But there might have been another factor at play. For clues, we can turn to the article in Rolling Stone, in which Brand visited the Stanford Artificial Intelligence Laboratory with Annie Leibovitz, which is something that I wish I could have seen. Brand opens with the statement that computers are coming to the people, and he adds: “That’s good news, maybe the best since psychedelics.” It’s a revealing comparison, and it indicates the extent to which the computing movement was moving away from everything that Campbell represented. A description of the group’s offices at Stanford includes a detail that, if Campbell had read it, would only have added insult to injury:
Posters and announcements against the Vietnam War and Richard Nixon, computer printout photos of girlfriends…and signs on every door in Tolkien’s elvish Fëanorian script—the director’s office is Imladris, the coffee room The Prancing Pony, the computer room Mordor. There’s a lot of hair on those technicians, and nobody seems to be telling them where to scurry.
In the decade since the editor first encountered Spacewar, a lot had changed, and Campbell might have been reluctant to take much credit for it. The Analog article, which Brand mentions, saw the game as a way to teach people about orbital mechanics; Rolling Stone recognized it as a leading indicator of a development that was about to change the world. And even if he had lived, there might not have been room for Campbell. As Brand concludes:
Spacewar as a parable is almost too pat. It was the illegitimate child of the marrying of computers and graphic displays. It was part of no one’s grand scheme. It served no grand theory. It was the enthusiasm of irresponsible youngsters. It was disreputably competitive…It was an administrative headache. It was merely delightful.
The Slan solution
Science fiction has never been as good at predicting the future as it might like to believe, but it came as close as it ever did in the story “Solution Unsatisfactory,” which Robert A. Heinlein wrote based on an idea from the editor John W. Campbell. It appeared in the May 1941 issue of Astounding Science Fiction, which represented the peak of Heinlein’s career in the pulps: it also included his novella “Universe,” which was similarly derived from a premise by Campbell, and the complete chart of his Future History, an act of unprecedented generosity by the magazine to an individual writer. But “Solution Unsatisfactory,” which he wrote under the pen name Anson MacDonald, is the most impressive work of all. It describes the invention of a superweapon, based on radioactive dust, that is used to end World War II, but which quickly results in a destructive arms race. The “solution” is the creation of the Peace Patrol, a nongovernmental organization that maintains monopoly power over the weapon and monitors other countries to prevent it from being developed elsewhere. As the title implies, this isn’t much of an answer—it means that the Peace Patrol effectively holds the rest of the world hostage—but Heinlein and Campbell weren’t able to come up with a better one. We’re faced with either the constant threat of destruction from what we’d now call “non-state actors,” or an intrusive and unaccountable police state that controls the proliferation of weapons of mass destruction while drastically limiting most other freedoms.
“Solution Unsatisfactory” is usually remembered as a prediction of the Cold War, but it reads more today like an anticipation of nuclear terrorism. In the note at the end of the story, Campbell lays out the dilemma:
The irresistible weapon has been discovered. It can be duplicated easily by small groups, so that only the most rigorous and minute policing—intruding on every individual’s private life—can prevent it escaping control to be turned on all men…The world must be defended against every little knot of crackpots with a mission—and the horrible weapon.
Campbell concludes: “Can any solution not invoking the aid of the Arisian super-beings protect mankind against the irresistible weapon?” This last sentence may require a word of explanation. The Arisians, who made their first appearance in E.E. Smith’s Lensman series, are a race of advanced aliens who have been secretly manipulating mankind throughout all of human history. They’re infinitely intelligent, powerful, and benevolent, and they would, in fact, represent a pretty good solution to the problem that the story presents. So would a different kind of superbeing, which made its debut the previous year in A.E. van Vogt’s landmark serial Slan. The Slan are mutated, superintelligent humans who have developed the power of telepathy. (When the story begins, they’re a persecuted minority, and many science fiction readers—who felt oppressed and ostracized because of their own intelligence—identified with their situation, leading to the popular slogan: “Fans are slans.”) As a reader named Billiam Kingston-Stoy promptly pointed out in a letter to the magazine, having seen only a plot summary of the Heinlein story: “Any slan, or reasonable facsimile thereof, could give you an accurate solution of the problem.” Campbell responded: “The question on ‘Solution Unsatisfactory’ is to answer the problem without supermen.”
Needless to say, introducing a species of nonhuman superbeings to resolve an existential threat is a form of cheating—and one to which science fiction, like the superhero genre, has always been particularly susceptible. But what isn’t as well known is that Campbell originally had a similar solution in mind when he first pitched the idea to Heinlein. As he wrote in a letter dated December 15, 1940:
I’d rather lean to the nice, ironic possibility, in the ending, of having one of the characters of the story—[a] rather minor background character, but a persistent one, make a concluding observation to his wife. Seems he’s been watching with great interest, that he and she and their fifteen children know that what happens now isn’t particularly important, since they and their new race, the superhumans, are taking over in a generation or two anyway. They’re the result of one of the mutations caused by all the dusting.
In response, Heinlein wrote:
I did not use the superman mutant idea—too reminiscent of Slan and too much like a rabbit out of a hat. Besides I have a strong hunch that big jumps in mutation are always down…and never up. I don’t know enough about genetics to prove it, but it seems wildly improbable to me that brand-new powers, abilities, senses, etc. can appear without a long, slow evolutionary background.
Campbell evidently agreed, and it’s instructive to see how he immediately turned Heinlein’s objection into a condition of the story itself. The lack of a satisfying resolution was no longer a bug, but a feature. (Campbell explained in a later letter: “The story is weak, because the solution is palpably synthetic and unsatisfactory—and that very fact can be made, by proper blurbing, the greatest strength of the story.” That’s good editing!) But the most fascinating development came later. Within a few years, the scenario sketched out by the story had become all too plausible, and Campbell wasn’t optimistic about mankind’s chances. As he wrote in the magazine in April 1946:
When small, use-anything atomic devices can be made, they can be made in secret…When they can be made in secret, some sincere, noble soul, a martyr to his own desire to save the world as quickly as possible in the way he knows is best, is going to commit suicide with some such gadget, and remove Washington…from the Earth…It’s up to psychology to develop means of finding such unstable people…Psychology must advance faster than nuclear physics.
The italics are mine. Before long, Campbell would try to put a new psychology into practice—with the help of L. Ron Hubbard. It was called dianetics, and its goal was to provide its subjects with enhanced intelligence, memory, sensory awareness, and even morality. The improved human beings that resulted would be the only ones capable of providing the world with the security that it desperately needed. Hubbard called this idealized person a “clear.” But you could also say that Campbell’s solution to the unsolvable problem was to turn fans into slans.
The graying lensmen
There were thousands of fans in attendance at last week’s World Science Fiction Convention, but I swear that I kept seeing the same fifty faces. With the exception of a reading that I did with a few writers from Analog, all of my events revolved around the history of science fiction, which an emphasis on stories and authors from the golden age. Not surprisingly, the audience at these panels tended to skew older, and many attendees had clearly been coming to Worldcon for decades. I was almost always the youngest panelist at the head table, and I can’t be sure that I wasn’t also the youngest person in the room on more than one occasion. Whenever we discussed the genre, the same handful of names kept popping up, and many of them would have inspired blank stares from a younger crowd: John W. Campbell himself, of course, but also writers like E.E. Smith, author of Gray Lensman, and A.E. van Vogt. (At one point, at a discussion titled “Classics in the Corner,” I said: “I’m not sure how many people read E.E. Smith these days.” A lot of hands shot up, which led another panelist to observe: “This is probably the wrong room to ask that question.”) And although I was aware that the average age at Worldcon has long been higher than that at most similar gatherings, and it seems to get older every year, it felt as if I were spending the weekend at a convention within the convention—an enclave in which a vibrant but graying crowd gathers to celebrate writers, stories, and a shared history that the larger community is beginning to forget.
And these fears are far from groundless. A high point of the weekend, at least for me, was a roundtable discussion held by the academic conference about Campbell and the golden age. The tone of the panel was reverent, if not toward Campbell personally then toward his impact on the field, and the only discordant note was struck by a panelist who noted that his writing students aren’t especially interested in Campbell these days—if they’re even aware of who he was. In response, Robert Silverberg said: “You can’t see oxygen, either, but that doesn’t mean it isn’t real.” But I don’t think there’s any doubt that the dissenting voice had a point. For a lot of younger writers, Campbell is a tertiary influence, at best, and he certainly isn’t the living presence that he was for the fans and authors of an earlier generation. His place has largely been taken by more recent artists whose struggles and victories seem more urgent than those of writers whose best work was published before World War II. When you look more closely, of course, you find that their concerns are far closer to the present than they might first appear, and you can draw agonizingly important lessons from their example. But this takes time and energy that a lot of younger writers have rightly devoted to other matters. It was Campbell himself, I think, who observed that readers are essentially hiring writers to perform a service: to think more deeply about a subject than they can for themselves. And my hope is that the book I’m writing will do some of the necessary legwork, allowing writers and readers my age or younger to plunder Campbell, Heinlein, and all the rest for what they have to offer.
This only reflects my own journey, which has more in common, in many respects, with the young writers who aren’t aware of Campbell than with the older fans and authors whom I’ve encountered along the way. I came into the genre as randomly as most of us do, assembling my picture of it from an assortment of heterogenous materials: a single issue of Isaac Asimov’s Science Fiction Magazine, now lost, which I got for Christmas when I was twelve and replaced a few days ago with a copy I bought at the dealer’s room at the convention; novels by writers like Madeline L’Engle, Jane Yolen, and Orson Scott Card; and the nearly simultaneous discovery of Jorge Luis Borges and The X-Files. None of it was systematic, or even conscious, and my exposures to older influences weren’t exactly in the best possible order. (When I mentioned at a panel that the first Heinlein novel I ever read was The Number of the Beast, there was an audible gasp.) I’d been writing science fiction seriously for almost ten years before I realized that I was harking back, without knowing it, to stories like “Who Goes There?” and Sinister Barrier. It wasn’t until I began thinking about this book that I sought out authors like Smith or van Vogt, and I’m constantly confronted by areas that I have yet to explore. Part of me wishes that I’d been more deliberate about it much earlier, but that isn’t how fans evolve. And in trying to go back and build myself into the kind of reader who is capable of tackling Campbell and the others on their own terms, I’ve become more conscious both of what the different generations of fans have in common and of the ways in which they continue to diverge.
But I’ve also come to realize that older and younger fans are snapshots of a single continuum. The Futurians, as I’ve noted before, were incredibly young when the fan community began—most of them were still living with their parents—and the patterns that they inaugurated are still being played out online. We think of these guys as men with white beards, but that’s only because what they alternately created and rebelled against has endured to the time of their grandchildren. (When Slan won the Retro Hugo award for Best Novel on Thursday, A.E. van Vogt’s granddaughter was there to accept it, and she got the most rapturous round of applause that I heard all weekend.) On the last night of the convention, I found myself at the Hugo Losers Party, which began decades ago as an informal gathering in George R.R. Martin and Gardner Dozois’s hotel room and has been transformed since into a lavish event with hundreds of guests. It felt like a real moment of catharsis, after a weekend that had been charged with powerful emotions and occasional tensions, and it threw a random sampling of attendees onto the same dance floor and shook them all up. Looking around the Midland Theatre, I saw emerging writers and aging legends standing side by side, or crowding into the same elevator, and it was more clear to me than ever how one ripens into the other. Virtually everyone enters the fandom at a young age, and even if the years have started to show for some, it only puts me in mind of what James Caan reminds us in The Way of the Gun: “The only thing you can assume about a broken-down old man is that he’s a survivor.” And I should only be so lucky to survive as long.