Captain Kirk Was Never the Original
Alan
Shapiro
In its prevalent forms, the cottage consumer industry of Star
Trek is a classic virtuality of identification where the viewers' senses of
self, otherness, and reality are blurred by the contemplation of iconic
spectacles. The fanatic relationship to media objects and fetishized
paraphernalia is a partial, transitional realization of the reign of simulacra,
effected at this stage in the logic of the model and its serial differentiation.
After the original Star Trek series came the animated series, then The
Next Generation, six original series movies, one inter-generational movie,
Deep Space Nine, Voyager, and now The Next Generation movie
(First Contact) and the current 30th anniversary festivities. It is an
endless cloned succession, a lineal, self-evolving pataphysics of re-worked
plots, trans-species Federation officers, sentimental cyborgs, humanoid
hyperlife, engineering re-stabilizations following perturbations, non-Moebius
time travel, and warp drive accelerations beyond the speed of light.
But this unceasing serial commodification or anabolic self-replication
always sustains itself through reverent reference to the original referent - the
pantheonic first generation of Captain James T. Kirk, graduate of Starfleet
Academy, First and Science Officer $@& (unpronounceable) Spock, Chief
Medical Officer Dr. Leonard "Bones" McCoy, Scott, Uhura, Chekov, Sulu, Chapel,
and Rand. But Captain Kirk was never the original. Attention, red alert,
all hailing channels being jammed, switching to sub-space frequency, and
repeating: William Shatner/James T. Kirk was not the original Captain of the
Starship Enterprise.
In the pilot broadcast for the first Star Trek series, entitled
"The Cage" (aired on February 1, 1965), the Enterprise (NCC-1701A, prototype
model), with Captain Christopher Pike (Jeffrey Hunter) in command, answers a
mysterious distress call from long-lost Federation settlers believed to have
crashed on the planet Talos IV. The distress call turns out to have been
fabricated by the super-intelligent beings of Talos to lure Pike and two of his
most attractive female crew members into a zoo-like captivity. After Captain
Kirk replaced Captain Pike for the eventual prime-time series, the footage from
"The Cage" was re-edited into a two-part episode called "The Menagerie"
(stardates 3012.4 and 3012.5). The keepers of the menagerie are so
scientifically advanced that they are all brain - they have lost the
capabilities to experience sensory and tactile reality, to feel or emote, and to
stroke the physical world. They seek to benignly imprison two humans (a male and
a female), cut them loose in a high-tech digitized parallel-processed virtual
Disneyland, and start grooving vicariously on the sensations and emotions. The
Talosians have collected biological specimens from around the galaxy in their
zoo, but the two humans will be their premium ticket to a virtual reality
lust-fest.
Aside from hints about its von Neumann architecture, the underlying
algorithms and class inheritances of the menagerie's virtuality engine are not
specified. We can assume a ring zero concentric clustering saltation, descendent
from early artificial life programs. Captain Pike and his holographic
computer-generated ideal woman can live out any scenario which is found in the
dream-reservoir in Pike's head (Pike rejects the two female officers in favor of
the gentle hologram as his companion). Any childhood memory, sexual fantasy,
"historical" time and place, folklore, fairy tale, vision of home, or galaxial
adventure can be "brought to life" by the menagerie's virtual reality neural
network and wetware. The ideal woman is synthesized from a reading of Captain
Pike's libidinal unconscious worked upon the ruined body of an Earth woman who,
as a young girl years ago, was the sole survivor of the crash of the Federation
settlers' spaceship. The scarred, now fully-grown woman appears beautiful to
Captain Pike through trick photochronography. For her part, she has been raised
in the zoo by the Talosians and has never seen a real man before Pike.
In the story of Captain Pike, a much later and conclusive stage in the
accomplishment of simulacra is invoked. Beyond Star Trek's predominant
virtuality of virtuous identification is the virtuality of the unconditional
worship of simulacra, a final stage exemplified by digital media's synthesis of
synthetic three-dimensional video and the jacked-in nervous system. Having
completed the pilot episode, the producers of Star Trek must have
realized that they had given birth to a Captain whose precocious engagement with
virtual reality already disqualified him from serving as the model for a
sequelized succession of media commodities. The successful media product model
has as prerequisite a mythical moment of transcendent creativity which clears
the way for the emergence of a new spectacle object. The spectacle object
(celebrity, consumer gadget, media property) then enters the panoply of fetishes
among which we shop in our efforts to find an identity "niche" and dubiously
distinguish ourselves from others. The model serves as lightning rod for
ambivalent collective projections, allowing each individual to feel unique at
the very moment when all consumers of that same niche are imitating the same
elevated pattern.
But the fully achieved simulacra of virtual reality threaten the
stability and profitability of this system of differences. This is why Captain
Pike, who was too far ahead of his time, had to be shunted aside in favor of the
valorous Captain Kirk. The binary oppositions of compartmentalized analytical
thought which uphold the progress of the media and computer industries (the
dualities between original and copy, mind and body, model and series, real and
virtual, reality and information) begin to break down in the era of consummated
virtuality in favor of a perpetual Moebius strip which appears at all points to
have two sides but really has one. The dichotomy between computer applications
which belong to the official category of virtual reality software and the rest
of computer applications is a prime example of such increasingly precarious
binary oppositions in the computer industry. In the first type of virtual
reality application (the official product category), a purposive activity, such
as piloting an airplane or meeting a new girlfriend, is simulated both by
providing sensory information to the user that mimics the real activity, and by
handling changes in perceptual angles caused by the user's moves through the
cyberspace.1 In the
second type of virtual reality application (not recognized as such by the
computer industry), a familiar human activity such as driving in the country or
eating dinner at a restaurant is organized as a virtual machine by the increased
information that is brought to bear upon it. Claude Shannon, one of the original
Captains of Computer Science, defined information as the "reduction of
uncertainty." These familiar activities which become the domain of software
applications were previously "hotbeds of uncertainty" needing to be brought
under control by a wallet-sized or car computer. At some point there will no
longer be any difference between the three-dimensional digital video images
displayed outside the window of the cockpit flight simulator and the
three-dimensional digital video images of sunny landscapes projected outside the
passenger window by the car computer as I drive through the country on a rainy
afternoon. Once we arrive at this point of convergence between the named virtual
simulation of a remote, normally inaccessible activity (like exploring the
surface of Mars or meeting a new girlfriend) and the unnamed virtual simulation
of a familiar, accessible human activity (like eating in a restaurant or meeting
a new girlfriend), then both types of software application have elaborated their
object to the point where the elaborations join together in the same completed
and perfected simulacra. What was previously called information and what was
called reality become as alike as the two sides of the Moebius strip. The
assumption that information is a science which is "useful" to a separate, intact
object called reality ignores the ascendence of the seamless, uninterrupted
network interface (between "knowing" and object) and its transfiguring sway. A
fully accomplished virtual network, such as the one which beckoned Captain Pike,
endangers the primacy of the model and the powerful dissemination of its aura in
the perpetual substitutions and re-arrangements of the series. The logic of the
charismatic media model and its propagated array of serial distinctions was
essential in supporting the illusion of the uniqueness and individuality of each
consumer of shared media spectacles. The displacement of this system by
immersive or neural-direct fusion with spectral, holographic environments
portends a potentially reversible endpoint to the history of images and
simulacra.
In the zoo on Talos IV, Captain Pike is at first as valorous as
Captain Kirk eventually will be. Although he participates for a while, Pike is
not seduced for long by the virtual reality goodies proffered by the Talosians.
His freedom and ontological grounding in reality are more precious to him than
fated reunions with loved ones and pets from his childhood. His sworn duty to
"get back to his ship" is more important than saving the woman of his dreams
from monsters in a Gothic castle. A polymorphous perverse prisoner is still a
prisoner, and Pike has nothing but contempt for his over-cerebrated sedentary
voyeuristic captors. He summons all his cunning, exhorting himself to figure out
a way to escape.
Captain Pike discovers a bug in the Talosians' system, a flaw in their
security software. They have not accounted in their human resources package for
the emotion of raw hatred. When Pike concentrates all his feelings on his hatred
of the Talosians, the processor-generated force field which surrounds Pike's
cage breaks down. Pike is able to dart out of the cage and ring his hands around
the Talosian leader's neck. After this outburst of hatred, the Talosians are
only too happy to let Captain Pike go. They admit that they underestimated the
human species' aversion to confinement. They have now discovered that humans are
capable of extreme phenomena, such as radical passions towards others, and
extreme phenomena were not considered in the object-oriented design of their
software. In most cases, proper software engineering directs that reality is a
bug to be fixed in the next release. But a radical passion like hatred
necessitates more than a version patch. To the Talosians, this vehement human
potentiality is like a rogue virus which threatens to bring down their entire
planetary network.
Captain Pike is reunited with the Enterprise crew and Talos IV is
classified as an off-limits planet which all Federation ships are prohibited
from going near. But eleven years later, Captain Pike is involved in a terrible,
disastrous accident, a fiery explosion, and he is left nearly dead. His body,
aside from a brutally scarred face, is destroyed, and his consciousness or soul
is transferred into a stationary box or "housing unit" without prosthetics. His
only means of communication is using the simplest digital code of beeping once
for "yes" and twice for "no". Faced with this reduced, diminutive existence,
Captain Pike is reminded of the virtual paradise offered by the Talosians where
he can be "able-bodied" once again. He now wishes to return to the menagerie.
But by this time, Captain Kirk has taken command of the Enterprise, and Kirk
sees it as his duty to enforce the injunction against visiting Talos IV. Mr.
$@& Spock, Pike's loyal First Officer from eleven years back, commandeers
the ship without Captain Kirk's knowledge (placing his own career at risk) and
brings the homuncular Pike back to the zoo planet.2 Mr.
$@& Spock, the half-human, half-Alan Turing logician, is the only officer
to serve under the Captainships of both Pike and Kirk. For the autistic and
quasi-comatose Talosians, eleven years was just a nanoinstant, and they are
waiting to greet Pike with as much revelry as their atrophied funny bones can
muster.
Star Trek has never been considered by science fiction critics
for its "secondary current" of virtual reality themes. But from "The Menagerie"
to "All Our Yesterdays" to the pivotal role of the (downtime) holodeck in The
Next Generation to the Deep Space Nine "Shadow Play" villagers, Star
Trek is replete with polysemous "texts" about the last stage of simulacra and
virtuality. This minor key throughout the Star Trek opus can be seen as
the lingering symbolic influence of the brief reign of Captain Pike. According
to self-anointed "postmodern" media critics like Scott Bukatman and Walter
McDougall, Star Trek is too heroically individualist to be much valued as
a "text." Unlike the cyberpunk canon of William Gibson, Blade Runner, et al.
which Bukatman celebrates, Star Trek fails to address or extol the
terminal identity, body electronic, fractal geography, subject-decentering,
ontology-shattering themes and transmigrations of the digital age. For these
postmodern critics, the recurring effect of Star Trek is to reconfirm the
television or movie viewers' belief "that we can subsume our individualism into
the rationality of systems yet retain our humanity still." The popularity of
Star Trek is attributed to our delight in the "human qualities of Captain
Kirk," which "are always victorious over the very technological mega-systems
that make [his] adventures possible."3 It may be
correct that Captain Kirk's outwitting of evil empires and evil computers
through use of logical paradox and human foible reinforces traditional
post-Enlightenment (Captains of Industry) subjectivity. But what Kirk's antics
are always debunking are the computer's pretentions to artificial intelligence.
Kirk gets it on in a metaphoric three-dimensional chess match against
super-computers like Landru ("The Return of the Archons"), Nomad ("The
Changeling"), Vaal ("The Apple"), and the Daystrom-clone ("The Ultimate
Computer"). These voice-enabled computers all seek to rise above their
programming and think for themselves, but they always lack that certain little
human je ne sais quoi. The Pentagon could have saved billions on futile
artificial intelligence research if it had watched these early Star Trek
episodes. But, as Bill Gates and Kevin Kelly (those amiable prophets of the
wired world and the interactive network) remind us, artificial intelligence was
always a detour, and never the destination, of the computer.4 It was
the complex-systems side of cybernetics, not the artificial intelligence side,
which would lead to the true destiny of the computer: virtual reality.
One of Marshall McLuhan's discursive descendants has recently said
that the effects of television on the world and how we see it were invisible
until McLuhan "pointed out TV."5 One of
the obstacles to seeing virtuality today, and the grave dangers which loom
through its mist, is that we believe in an enterprise called science - the
epistemology, methodology, and applications of which have supposedly ushered in
a grand and eternal age of progress and wizardry. We have constructed a pantheon
of original scientific heroes, whose heroism derives from their original acts of
having been the first to investigate the physical objects of the world
independent from any prejudicial system of interpretation. We neglect to
scrutinize what really happened at the primal anthropological scene of the
beginnings of scientific method and the first Captains of science. At the back
end of the chronology, we have been equally remiss in failing to observe that
the privileging of the autonomy of the physical object was a phase which came to
an end in the mid-twentieth century, at the time of the invention of the
virtuality engine known as the computer and the new "sciences" of information
and bio-cybernetic complex systems.
According to Bill Gates, we will soon work, learn, make friends, shop,
explore cultures, and be entertained from the privacy of our homes and without
leaving our armchairs. On the post-Web Internet, which Gates calls the
interactive network, we will enter into total immersion cyber-environments via
our high-bandwidth connections. This penetration to the other side of the screen
is but the latest step in the civilizational project of creating a second,
doubled, substitute world - a movement from reality to virtuality. The
virtuality syndrome arose as a consequence of the scientific revolutions which
caused humanity to feel its insignificance and transience in contrast to the
permanent and consequential status of the objective, natural world. Other
cultures had dealt with human death in an integrated way through symbolic
rituals and sacrifice, and with the cosmos through the mediation of mythology,
but it was our destiny to face down the harsh reality principles of mortality
and an external world of permanent, inexorable, superior laws. Confronted with
this severity, we felt anxiety and ultimately developed an immortality neurosis
or virtuality syndrome to manage our distress. To match the permanence of the
"laws of nature," we devised our own project of step-by-step constructing a
media permanence which we would then eventually jump into. The immortality
neurosis is exhibited in the new American business of customers having their
heads preserved after death so they can someday have their consciousnesses
revived and transferred into robotic bodies when science has reached that stage
of progress. But the immortality or virtuality syndrome is also manifest in the
interactive networks and in all of the mass media in their earlier, transitional
forms.
Anteceding the legend of the original heroic scientists is the
seminal, primal scene of the initial stirrings in "tribal" societies of the gaze
on the autonomous object. This was the transformation from a symbolic, intimate
relationship to the object to an operational, percipient one discussed, for
example, by Bataille in Theory of Religion. This neglected transmutational scene
resembles the unexamined "text" which antecedes the legend of the original
heroic Captain Kirk: the primal scene of the virtuality decisions of Captain
Christopher Pike.
For Captain Pike, the appeal of virtuality is relative. Compared with
the able-bodied, open-spaced conditions of vitality, mobility, and irreducible
language, virtual reality is a sham. It is a spurious and pale facsimile of
life, and Pike will have no truck with it. But compared to the degraded
conditions of immobility and digital inarticulateness (reduced to the unravelled
binary code of communication) virtual reality is preferred. From the standpoint
of spatial, quadriplegic, and semantic incapacitation, and only from this
standpoint, virtual reality is accepted and embraced. As long as Captain Pike
has a body, he is not seduced to make the leap beyond the screen to the full
achievement of simulacra. Once he no longer has a body, he is ready to put on
his data body suit, goggles, and glove. At the dawn of Kirk's term as Captain,
and the seminal confusion of his status as original or copy, we have a powerful
statement about the new interactive networks. It is only from the position of an
already debased spatial immobility and urban hyperconcentration that we are
prepared to embrace the doubled, substitute world of virtuality. Fellow
homunculi, where do you want to go today?6
So Pike, the true first-born, was whisked away into virtual reality
and replaced by the changeling Kirk. There was, of course, another way forward
for Captain Pike, but the screenwriters of "The Menagerie" were unfortunately
ignorant of the basics of writing operating systems software drivers for
peripheral devices. Since Pike's bio-rehabilitation programmers had succeeded in
resuscitating at least one controllable nerve impulse from his consciousness,
and connecting the discrete signals of this impulse across the synaptic gap to
an output device (the beeping for "yes" or "no"), further layers of software to
drive more sophisticated output devices and sound cards would certainly be
possible. From the single binary registering of a 0 or a 1, an entire
operational language (a full digital communication) can be devised. One merely
has to enumerate and combine varied sequences of 0s and 1s as discrete
identifiers in an infinitely permutated system. The only drawback would be that
Pike's consciousness itself would always remain at the level of the lowest
machine language, forced to perpetually master and will the lengthy binary
sequences in order to express himself! He would literally be the machine and its
finally awakened artificial intelligence.
Another episode of the original Star Trek series, "All Our
Yesterdays," presents us with a beautiful, succinct metaphor for the scientific
revolution and the virtuality syndrome. Captain Kirk, Mr. $@& Spock, and
Dr. McCoy beam down to the planet Sarpeidon, which belongs to a solar system the
sun of which is about to explode as a supernova. The planet's political leaders
and chief scientists have known of this impending catastrophic event for a long
time and have diligently implemented a digital survival plan. After the sun goes
supernova, the planet will become permanently uninhabitable, but the inhabitants
will not be faced with their deaths. The planet's entire new media resources
have been mobilized into the construction of a vast library and computer
administered by technicians. The library does not contain books, but rather
tapes in canisters which store the virtual content of all occurrences in the
planet's history. In the waning days before the supernova catastrophe, each
inhabitant selects his favorite historical time from the library's vast
archives, has a technician retrieve and insert the chosen tape into an input
device, and passes through a portal from which he or she can never return again.
Any attempt to return will result in instant death, since the subject's genetic
code has been altered for adaptation to the destination historical period. The
time portal is the focal point of the library, and through it each inhabitant
makes a definitive exit from the planet's dying reality. At the very last moment
before the supernova explosion, the principal technician inserts his personal
tape and heads off to the most exclusive virtual history theme park.
The heliocentric discoveries of Copernicus and Galileo ignited a kind
of metaphoric supernova explosion. The Copernican model of the sun-earth
relationship, which challenged and replaced the geocentric universe of Ptolemy,
was not accepted for centuries due to the anxiety about our status in the cosmos
which it provoked. Humans, created in God's image, were no longer the center of
the universe. The sun does not revolve around the earth as was previously
believed; the earth revolves around the sun. With Copernicus, the sun expanded
and the virtuality syndrome was given an anti-gravitational boost. Physical
reality and its classical laws (which only operate until you approach light
speed, or the hyperbolic speed of the media and computers) were elevated to a
sovereign, more permanent status in relation to mortals. On Sarpeidon ("All Our
Yesterdays") the course of the virtuality syndrome is played out at accelerated
speed. The original physical reality of Sarpeidon is wiped out by the supernova
of its sun. But a second, substitute, cloned reality has been preserved for the
planet's inhabitants thanks to the virtuality engine of digital technology. The
Sarpeidonians can go anywhere they want to go - on a one-way ticket.
For the cool experimenters in jacked-in data-suited
subject-decentering terminal identity like Scott Bukatman, or the writers of
cyborg manifestoes like Donna Haraway, Star Trek is a conventional media
industry which never stops showing the same old reruns of gendered and immune
system "tropes" like military hardware, space adventures, and extra-terrestrial
invaders.7 But
Star Trek is an ordinary screen, and like Bukowski's ordinary madness, it
is ironically and seductively reversible. It may even be one of the "texts"
which, in its minor key, is pointing the way towards that ultimate reversibility
of things that is set in motion at the moment when reality and information reach
the point of their final (and fatal) inter-changeability.8 One must
read Star Trek against Star Trek. As in other ordinary screens,
like Fox Football or video poker or Windows 97, the apparently dominant "window"
has been "re-sized"; it has been turned oblique or spun diagonally into the
background with respect to the physical screen, making room for other, less
ideologically stable, "windows." We can no longer presume that viewers see a
univocal screen or hear only the monotonic drone of an idiot box. The enduring
popularity of Star Trek may indicate a fascination and engagement by the
mass of viewers with motifs of their own disappearing reality.
Notes
1.
In Japan, a multimedia CD-ROM application called "Heartthrob Memorial" recently
sold more than a million copies and spawned a nationwide industry of virtual
girl love worship. The interactive program re-writes the (mis)adventures of a
young male student who was often rejected during his high school years by girls
whom he fancied. The product was developed by a programmer who says that he
wanted to undo his own memories of rejection. See Andrew Pollack, "Japan's
Newest Heartthrobs are Sexy, Talented and Virtual" in The New York Times,
November 25, 1996. Reality can be simulated, but it can also be made to turn out
differently from how it did the first time. These "official virtual reality"
software applications are informational machines, either for simulation or
daydreamlike transformation.
2.
An homunculus is a miniature body believed by some early medical theorists to be
contained in spermatozoon, or a graphical projection on the cerebral cortex
which depicts parts of the body under voluntary motoric control. In Philip K.
Dick's science fiction novel Dr. Bloodmoney (1965), the homunculus is a
(former) quadriplegic who, in a post-apocalypse society, goes from a state of
disability to one of hyperability (leapfrogging normal humans) after being
equipped with special government-supplied prosthetics.
3.
Walter A. McDougall, The Heavens and the Earth: A Political History of the
Space Age. New York: Basic Books, 1985; p. 449. Scott Bukatman, Terminal
Identity: The Virtual Subject in Post-Modern Science Fiction. Durham: Duke
University Press, 1993. The quotation is from McDougall, cited by Bukatman.
4.
"Although I believe that eventually there will be programs that will re-create
some elements of human intelligence, I don't think it's likely to happen in my
lifetime... So far every prediction about major advances in artificial
intelligence has proved to be overly optimistic... progress in artificial
intelligence research is... incredibly slow." Bill Gates, The Road Ahead.
London: Penguin, 1996; pp. 289-290. Kelly describes the field of artificial
intelligence as being "stillborn," and having failed "to produce usefulness."
Kevin Kelly, Out of Control: The New Biology of Machines, Social Systems, and
the Economic World. New York: Addison-Wesley, 1994; p. 453.
5.
"What Would McLuhan Say?", interview with Derrick de Kerckhove, in Wired,
October 1996, p. 149.