Charles
Stross
2005
Awards:
Locus
Nominations: Hugo
Nominations: Hugo
Rating:
★ ★ – – –
I’m
angry at Charles Stross. I’m angry at him for making me like Apocalypse Codex, thereby gearing me up
to be excited to read this book, and then having it turn out to be so annoying.
The
story is set a couple hundred years in the future, just at the time when our computers
are reaching the point of singularity. The combination of processors and
circuits that make up our technological network is becoming alive; able to
think, adapt, and grow.
Our
computing power has also progressed to the point where we can spin off virtual,
aware, thinking copies of ourselves. This lets us go off and do ten different
things at once (all in virtual, networked environments, of course), bring our
copies all back together and reintegrate their separate experiences into our
main host body.
Oh,
and, also, we have been able to make contact with an intelligent alien race by
sending virtual copies of ourselves off into space and setting up a virtual
meeting space in a common location with them.
In
order to provide enough energy to support all this processing, unfortunately,
we have to use our own solar system as a power source. We are dismantling the
planets and asteroids, starting from Mercury and moving outwards, turning all
the organic material into a ring of metallic, rocky debris surrounding the sun,
each piece of which turns the sun’s light into energy. When we are finally
finished, we will be left with no planets but only concentric rings of solar-radiation-conducting
chunks of rock, acting as a massive power source for all our virtual
environments. Stross calls this a “Matrioshka Brain,” and says it can keep us
all alive—virtually, of course, in virtual environments—practically forever,
after our “fleshbodies” are gone.
Into
this situation steps our cast of characters. Main character #1 is Manfred Macx,
an “Artificial Intelligence emancipationist.” He somehow makes his living by
giving away information—variously and vaguely described by Stross as ideas, innovations,
property rights, patents, future information, and paradigm shifts—for free. He
does it for the principle of the thing, as sort of a white-hat hacker or an
open-source activist. The grateful people to whom he gives these things often
give him things in return in a sort of low-pressure, optional barter
transaction.
Then
there is main character #2, Manfred’s daughter Amber Macx. She is a
technological whiz and a charismatic leader with a penchant for drama. She (or
a virtual copy of her) spends a lot of her time flying around the solar system
in a ship the size of a Coke can, holding audiences in virtual environments.
She is the one who pioneered contact with the extraterrestrials, and she is one
of the first to realize that the dismantling of the solar system might be a
problem.
There
are also others, of course; Manfred’s second wife, Annette, who wears
mirror-shaded glasses and wearable computing in what must be a nod to
Neuromancer, and a sentient robotic cat, Aineko, who is a little odd, in that
he is a male calico.
Together
this motley crew—under Amber’s leadership—must figure out what to do to save
humanity (if, indeed, it warrants saving).
Accelerando uses the
premise of unlimited technological possibilities to avoid having to craft a
coherent universe for its characters. The concept of virtual reality allows Stross
to suspend rules arbitrarily, breaking them and then re-applying them as needed
in order to make the plot move forward. It inserts total virtualization into
real life in a completely unfettered way that ends up feeling aimless and
meaningless. And silly.
On
the one hand, anything goes. One crew member on Amber’s ship likes to go around
as a velociraptor, for some reason, and her stepmother chooses to appear as an
orangutan for a while. Amber likes to decorate her virtual spaceship variously
as a fifteenth-century castle or an ancient Persian market. Avatars and objects
appear and execute complicated behavioral patterns with a gesture, a wave of
the hand, with no apparent programming necessary by anyone, either in the
present or the past.
But,
at the same time, there are odd restrictions in this otherwise do-anything
virtual reality world. At one point, for example, Amber goes virtually to Venus
to talk to a virtual avatar of a Venusian entity in a virtual Venusian
environment. But she still has to limit her time there, because her avatar won’t survive in that environment
for long. Why is that? Why would an avatar need oxygen or heat shielding?
Why
did this bother me? I don’t think it’s because it’s a little surrealistic. Roger
Zelazny’s writing can be very surreal, and is a thing of beauty. I also don’t
think it’s because part of it takes place in a virtual environment per se. Snow Crash and Neuromancer
both did that too. But their virtual worlds held together dramatically because they
existed according to rules that were internally consistent.
I
think it is because it feels flippant. It seems too sloppy, too much like
magic. Boom! That guy is now a lobster. Isn’t that funny? It is like a piece of
abstract art that you’ve been told is a work of genius, but you have a sneaking
suspicion that it’s actually been painted by a child.
It
also makes me feel like he’s making the story up as he goes along. The plot
wanders wildly from side to side and yanks you around. Key plot points are left
extremely vaguely explained, from Manfred’s profession to the Matrioshka Brain.
In the end, it made me not really care if the solar system was saved or not.
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