Science consultants in sci-fi shows
ON Sci-Fi wire, there is this curious description of how science consultants have been called to work in Star Trek/Battlestar Galactica:
"former Star Trek writer and creator of the re-imagined Battlestar Galactica Ron Moore revealed the secret formula to writing for Trek. He described how the writers would just insert "tech" into the scripts whenever they needed to resolve a story or plot line, then they'd have consultants fill in the appropriate words (aka technobabble) later.
"It became the solution to so many plot lines and so many stories," Moore said. "It was so mechanical that we had science consultants who would just come up with the words for us and we'd just write 'tech' in the script
La Forge: "Capain, the tech is overteching."
Picard: "Well, route the auxiliary tech to the tech, Mr. La Forge."
La Forge: "No, Captain. Captain, I've tried to tech the tech, and it won't work."
Picard: "Well, then we're doomed.""
Why do I blog this? Reference for later. This is a model for creating design fictions but I wonder about how to go beyond this. Using this kind of process may lead to a certain vision of the future that is very normative. Charles Stross describes on his blog how he works and it's more interesting to me:
"I use a somewhat more complex process to develop SF. I start by trying to draw a cognitive map of a culture, and then establish a handful of characters who are products of (and producers of) that culture. The culture in question differs from our own: there will be knowledge or techniques or tools that we don't have, and these have social effects and the social effects have second order effects — much as integrated circuits are useful and allow the mobile phone industry to exist and to add cheap camera chips to phones: and cheap camera chips in phones lead to happy slapping or sexting and other forms of behaviour that, thirty years ago, would have sounded science fictional. And then I have to work with characters who arise naturally from this culture and take this stuff for granted, and try and think myself inside their heads. Then I start looking for a source of conflict, and work out what cognitive or technological tools my protagonists will likely turn to to deal with it. (...) The biggest weakness of the entire genre is this: the protagonists don't tell us anything interesting about the human condition under science fictional circumstances. The scriptwriters and producers have thrown away the key tool that makes SF interesting and useful in the first place, by relegating "tech" to a token afterthought rather than an integral part of plot and characterization."