Charles Stross, Accelerando (2005). Entry in ISFDB. Stross's entry in the SFE.
Review by Paul Kincaid at Vector.
Showing posts with label Stross. Show all posts
Showing posts with label Stross. Show all posts
Stross, Charles. 'Life's a Game'
Charles Stross, "Life's a Game" (2015) in Twelve Tomorrows 2016. Minor spoilers ahead. "See, gamification is good!" It's somewhat expositional, but I think Stross is on form here: there is polymath erudition and cleversticks wit, and the kind of brio and drive that lets you hurtle over the speed-bumps without necessarily getting every reference or fully unpacking every dense little thesis. "Life's a Game" is full of zingers. "Tribalism is the ground state of identity politics in the network age." "What if Napoleon's, like, following from in front?" "Keep Britain British, for noncommunist values of British." "Hitler was the Boss Nazi in the Cross of Iron game. They don't teach history in British schools, we have real problems now, terrorists, class warfare. Nobody learns history and lands some expert job in history development. There's no business model for that." "You'll realize you'll lose all your guild followers if we do that?" (OK that one needs the context). The narrator is also a satirical portrait of the UK's answer to Red Piller gamer bro types, although I felt like Stross soft-pedals that aspect a bit.
As the story opens, we learn about Peelers, a monetized, massively multiplayer AR game (with integrated social currency) for snitching and vigilantism. Points for detaining shoplifters, points for helping drunk women home, points for persecuting the profane worshippers of Termagant ... you know, the kind of thing which would turn a racist kidnapper like the Farminator into the leader of the biggest guild in under a week.
But Peelers is just laying the groundwork for Stross's real thought experiment, the Movement, a universal gamification model. (The Movement supposedly implements Kant's categorical imperative, which something I would like to write about properly one day. Maybe once I've read Adam Roberts's new Kantfic too). The Movement mines your data footprint and assigns you clan membership and class features. (Or it lurks in wait next to the space where you should appear -- "If you didn't have a Facebook account, Facebook still knew about you from the hole in their network"). Then it starts to procedurally generate missions and scenarios, built out of the kinds of things you'd be doing anyway. Or perhaps, the kind of things you want to be doing or should be doing -- in fact the point of this gamification is to craftily blur together want to and should in all aspects of life, and ramp up the belligerence of that blurred motive. So your missions could involve anything from green activism to trade unionism to financial speculation to bringing back hanging one way or another.
I now almost feel like I could do with some more stories set in this same future history -- one of the most intriguing threads is all about how the Movement decides who you are in the first place. ("We went deep tribal on the players' media bubbles. We mined their search history to find out what pushed their outrage buttons. Then we went long on principal component analysis to model their micro-class identity.") If these identities really were built bottom-up from data, how closely would they coincide with the kind of taxonomies we already use? And could there be micro-classes with different kinds of reflexivity built into them, i.e. what motivates them is learning and changing per se? And/or an anti-tribalism tribe? And what would it be like if you were one of those people (almost everybody to some extent, right?) feeling like you haven't been perfectly modeled, that the essence which the Movement has inveigled from your digital footprint isn't the real you, and that the conditions you are being thrust into are uncannily awry, like a gargantuan circumambient targeted ad?
(JLW)
As the story opens, we learn about Peelers, a monetized, massively multiplayer AR game (with integrated social currency) for snitching and vigilantism. Points for detaining shoplifters, points for helping drunk women home, points for persecuting the profane worshippers of Termagant ... you know, the kind of thing which would turn a racist kidnapper like the Farminator into the leader of the biggest guild in under a week.
But Peelers is just laying the groundwork for Stross's real thought experiment, the Movement, a universal gamification model. (The Movement supposedly implements Kant's categorical imperative, which something I would like to write about properly one day. Maybe once I've read Adam Roberts's new Kantfic too). The Movement mines your data footprint and assigns you clan membership and class features. (Or it lurks in wait next to the space where you should appear -- "If you didn't have a Facebook account, Facebook still knew about you from the hole in their network"). Then it starts to procedurally generate missions and scenarios, built out of the kinds of things you'd be doing anyway. Or perhaps, the kind of things you want to be doing or should be doing -- in fact the point of this gamification is to craftily blur together want to and should in all aspects of life, and ramp up the belligerence of that blurred motive. So your missions could involve anything from green activism to trade unionism to financial speculation to bringing back hanging one way or another.
I now almost feel like I could do with some more stories set in this same future history -- one of the most intriguing threads is all about how the Movement decides who you are in the first place. ("We went deep tribal on the players' media bubbles. We mined their search history to find out what pushed their outrage buttons. Then we went long on principal component analysis to model their micro-class identity.") If these identities really were built bottom-up from data, how closely would they coincide with the kind of taxonomies we already use? And could there be micro-classes with different kinds of reflexivity built into them, i.e. what motivates them is learning and changing per se? And/or an anti-tribalism tribe? And what would it be like if you were one of those people (almost everybody to some extent, right?) feeling like you haven't been perfectly modeled, that the essence which the Movement has inveigled from your digital footprint isn't the real you, and that the conditions you are being thrust into are uncannily awry, like a gargantuan circumambient targeted ad?
(JLW)
Stross, Charles. 'Lobsters'
Charles Stross, "Lobsters" (2003). (Later expanded into Accelerando). A sort of "bursting with ideas" piece of comic economic science fiction, partly to do with the legal rights of AIs (who are also sort of lobsters). Also, it's about consent and contract. (One quibble: I'm pretty sure in Europe Manfred wouldn't need to patent his ideas and give them away: it would be sufficient to publicize them so they form part of the prior art. By being a science fiction writer and a blogger, for instance. In the US, the approach is a bit closer to "let's all just patent the shit out of everything and let lawyers sort it out." I think. Sounds a bit like a stereotype).
Stross, Charles. Neptune's Brood
Charles Stross, Neptune's Brood (2013). In part inspired by Graeber's Debt. On his blog, Stross discusses fast, medium and slow money in Neptune's Brood.
But Stross is definitely not translating Graeber into fiction -- in fact, he thinks his ending kind of sucks, because he couldn't figure out an ending which "repudiated the entire framework of inherited debt without simultaneously getting all preachy on a soapbox."
On the other hand, Neptune's Brood does contain the rudiments of a very interesting critique of the notion of liquidity. Liquidity is the ease with which something can be converted into purchasing power. Cash is generally accepted so it is highly liquid, buyers for treasury bonds are usually plentiful so treasury bonds are pretty damn liquid, a pile of gold in a geopolitically unstable jungle might be somewhat less liquid (compare Neal Stephenson's Cryptonomicon), a stolen artwork might be even less liquid, etc.
But really, the "ease" with which something can be converted into something else isn't just a function of what the thing is: it's a function of who owns it, and in what ways, and what they want to convert it into, and what they want to convert that into, and many other factors. The problem with the notion of liquidity is that it collapses all these innumerable factors into a single scale.
In Neptune's Brood there are three kinds of money: fast, medium, and slow. There is a sense in which fast money is highly liquid, medium money is somewhat liquid, and slow money is scarcely liquid at all. Slow, in fact, sort of means illiquid. But what is striking about thinking through these currencies is the qualitative shifts involved. Slow money is essentially implicated with a different kind of activity. An economic anthropologist might say that it constitutes its own sphere of exchange or its own transactional order. That is, slow money is "the currency of world-builders," used for financing star ships and colonies.
Here's a friendly critique of Neptune's Brood from Robin Hanson. I also grapple with slow money here and especially here. See also entry for David Graeber.
But Stross is definitely not translating Graeber into fiction -- in fact, he thinks his ending kind of sucks, because he couldn't figure out an ending which "repudiated the entire framework of inherited debt without simultaneously getting all preachy on a soapbox."
On the other hand, Neptune's Brood does contain the rudiments of a very interesting critique of the notion of liquidity. Liquidity is the ease with which something can be converted into purchasing power. Cash is generally accepted so it is highly liquid, buyers for treasury bonds are usually plentiful so treasury bonds are pretty damn liquid, a pile of gold in a geopolitically unstable jungle might be somewhat less liquid (compare Neal Stephenson's Cryptonomicon), a stolen artwork might be even less liquid, etc.
But really, the "ease" with which something can be converted into something else isn't just a function of what the thing is: it's a function of who owns it, and in what ways, and what they want to convert it into, and what they want to convert that into, and many other factors. The problem with the notion of liquidity is that it collapses all these innumerable factors into a single scale.
In Neptune's Brood there are three kinds of money: fast, medium, and slow. There is a sense in which fast money is highly liquid, medium money is somewhat liquid, and slow money is scarcely liquid at all. Slow, in fact, sort of means illiquid. But what is striking about thinking through these currencies is the qualitative shifts involved. Slow money is essentially implicated with a different kind of activity. An economic anthropologist might say that it constitutes its own sphere of exchange or its own transactional order. That is, slow money is "the currency of world-builders," used for financing star ships and colonies.
It takes power and expert labor to run an interstellar communications laser beacon – lots of both. Nobody will point a laser at a new colony and beam libraries of design templates and cohorts of expert soul dumps at them without an expectation of getting something in return. All colonies must of necessity go deep into debt in the decades after their foundation: It costs a lot of slow money to acquire the vital new technologies and skills it needs to plug unforeseen gaps. Only once its population has increased enough to support a local education, research, and development infrastructure – which can take centuries – can it aspire to a trade surplus.Stross plays on the relative causal isolation which exists on the vast interstellar scale to pose interesting questions about the nature and limits of liquidity. Is a currency zone encompassing worlds so far apart even an intelligible notion? Is slow money really money? Does it circulate? Does it have purchasing power? Is it really slow: that is, can its illiquidity really be meaningfully related to the system of light-speed-constrained, third-party-notarization banking which Stross imagines, which is what makes slow money transactions take so long? And does the "slowness" of slow money intuitively connote "stability" because we now strongly associate instability and speculation, including lightning fast automated High Frequency Trading? I suspect that, like many of science fiction's most useful extrapolative thought experiments, the value of Stross's model is in how interestingly it disintegrates when closely considered.
Here's a friendly critique of Neptune's Brood from Robin Hanson. I also grapple with slow money here and especially here. See also entry for David Graeber.
Stross, Charles. Singularity Sky
Charles Stross, Singularity Sky (2003). Entry in ISFDB. Stross's entry in SFE.
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