I have a confession to make: I hate Star Trek.
Let me clarify: when I was young — I'm dating myself here — I quite liked the original TV series. But when the movie-length trailer for ST:TNG first aired in the UK in the late eighties? It was hate on first sight. And since then, it's also been hate on sight between me and just about every space operatic show on television. ST:Voyager and whatever the space station opera; check. Babylon Five? Ditto. Battlestar Galactica? Didn't even bother turning on the TV. I hate them all.
At his recent keynote speech at the New York Television Festival, former Star Trek writer and creator of the re-imagined Battlestar Galactica Ron Moore revealed the secret formula to writing for Trek.As you probably guessed, this is not how I write SF — in fact, it's the antithesis of everything I enjoy in an SF novel.
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. You know, Picard would say 'Commander La Forge, tech the tech to the warp drive.' I'm serious. If you look at those scripts, you'll see that."
Moore then went on to describe how a typical script might read before the science consultants did their thing:
La Forge: "Captain, 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."
"And then Data pops up and says, 'Captain, there is a theory that if you tech the other tech ... '" Moore said. "It's a rhythm and it's a structure, and the words are meaningless. It's not about anything except just sort of going through this dance of how they tech their way out of it."
SF, at its best, is an exploration of the human condition under circumstances that we can conceive of existing, but which don't currently exist (either because the technology doesn't exist, or there are gaps in our scientific model of the universe, or just because we're short of big meteoroids on a collision course with the Sea of Japan — the situation is improbable but not implausible).
There's an implicit feedback between such a situation and the characters who are floundering around in it, trying to survive. For example: You want to deflect that civilization-killing asteroid? You need to find some way of getting there. It's going to be expensive and difficult, and there's plenty of scope for human drama arising from it. Lo: that's one possible movie in a nutshell. You've got the drama — just add protagonists.
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.
Star Trek and its ilk are approaching the dramatic stage from the opposite direction: the situation is irrelevant, it's background for a story which is all about the interpersonal relationships among the cast. You could strip out the 25th century tech in Star Trek and replace it with 18th century tech — make the Enterprise a man o'war (with a particularly eccentric crew) at large upon the seven seas during the age of sail — without changing the scripts significantly. (The only casualty would be the eyeball candy — big gunpowder explosions be damned, modern audiences want squids in space, with added lasers!)
I can just about forgive the tendency of these programs to hit the reset switch at the end of every episode, returning the universe to pristine un-played-with shape in time for the next dramatic interlude; even though it's the opposite of real SF (a disruptive literature that focusses intently on revolutionary change), I recognize the limits of the TV series as a medium. Sometimes they make at least a token gesture towards a developing story arc — but it's frequently pathetic. I'm told that Battlestar Galactica, for example, ends with a twist ... the nature of which has been collecting rejection slips ever since Aesop (it's one of the oldest clichés in the book). But I can even forgive that. At least they were trying.
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. What they end up with is SF written for the Pointy-Haired [studio] Boss, who has an instinctive aversion to ever having to learn anything that might modify their world-view. The characters are divorced from their social and cultural context; yes, there are some gestures in that direction, but if you scratch the protagonists of Star Trek you don't find anything truly different or alien under the latex face-sculptures: just the usual familiar — and, to me, boring — interpersonal neuroses of twenty-first century Americans, jumping through the hoops of standardized plot tropes and situations that were clichés in the 1950s.
PS: Don't get me started on Doctor Who ...