Пол Андерсон - Explorations
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- Название:Explorations
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- Год:1981
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Explorations: краткое содержание, описание и аннотация
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THE SATURN CAME
35
something else such as a metal detector, or a thing may be quite imaginary, as the scenery almost always is. The children then act out a drama which they compose as they go along. When they cannot physically perform a certain action, they describe it. ("I jump real high, like you can do on Mars, an' come out.over the edge o' that ol' Valles Marineris, an' take that bandit by surprise.") A large cast of characters, especially villains, frequently comes into existence by fiat.
The most imaginative member of the troupe dominates the game and the evolution of the story line, though in a rather subtle fashion, through offering the most vivid possibilities. The rest, however, are brighter than average; psychodrama in this highly developed form does not appeal to everybody.
For those to whom it does, the effects are beneficial and lifelong. Besides increasing their creativity through use, it lets them try out a play version of different adult roles and experiences. Thereby they begin to acquire insight into adulthood.
Such playacting ends when adolescence commences, if not earlier — but only in that form, and not necessarily forever in it. Grown-ups have many dream-games. This is plain to see in lodges, for example, with their titles, costumes, and ceremonies; but does it not likewise animate all pageantry, every ritual? To what extent are our heroisms, sacrifices, and self-aggrandizements the acting out of persbnae that we maintain? Some thinkers have attempted to trace this element through every aspect of society.
Here, though, we are concerned with overt psychodrama among adults. In Western civilization it first appeared on a noticeable scale during the middle twentieth century. Psychiatrists found it a powerful diagnostic and therapeutic
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EXPLORATIONS
technique. Among ordinary folk, war and fantasy games, many of which involved identification with imaginary or historical characters, became increasingly popular. In part this was doubtless a retreat from the restrictions and menaces of that unhappy period, but likely in larger part it was a revolt of the mind against the inactive entertainment, notably television, which had come to dominate recreation.
The Chaos ended those activities. Everybody knows about their revival in recent times — for healthier reasons, one hopes. By projecting three-dimensional scenes and appropriate sounds from a data bank — or, better yet, by having a computer produce them to order — players gained a sense of reality that intensified their mental and emotional commitment. Yet in those games that went on for episode after episode, year after real-time year, whenever two or more members of a group could get together to play, they found themselves less and less dependent on such appurtenances. It seemed that, through practice, they had regained the vivid imaginations of their childhoods, and could make anything, or airy nothing itself, into the objects and the worlds they desired.
I have deemed it necessary thus to repeat the obvious in order that we may see it in perspective. The news beamed from Saturn has brought widespread revulsion. (Why? What buried fears have been touched? This is subject matter for potentially important research.) Overnight, adult psychodrama has become unpopular; it may become extinct. That would, in many ways, be a worse tragedy than what has occurred yonder. There is no reason to suppose that the game ever harmed any mentally sound person on Earth; on the contrary. Beyond doubt, it has helped astronauts stay sane and alert on long, difficult missions. If it has no more medical use, that is
THE SATURN GAME
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because psychotherapy has become a branch of applied biochemistry.
And this last fact, the modern world's dearth of experience with madness, is at the root of what happened. Although he could not have foreseen the exact outcome, a twentieth-century psychiatrist might have warned against spending eight years, an unprecedented stretch of time, in as strange an environment as the Chronos. Strange it certainly has been, despite all efforts — limited, totally man-controlled, devoid of countless cues for which our evolution on Earth has fashioned us. Extraterrestrial colonists have, thus far, had available to them any number of simulations and compensations, of which close, full contact with home and frequent opportunities to visit there are probably the most significant. Sailing time to Jupiter was long, but half of that to Saturn. Moreover, because they were earlier, scientists in the Zeus had much research to occupy them en route, which it would be pointless for later travelers to duplicate; by then, the interplanetary medium between the two giants held few surprises.
Contemporary psychologists were aware of this. They understood that the persons most adversely affected would be the most intelligent, imaginative, and dynamic — those. who were supposed to make the very discoveries at Saturn which were the purpose of the undertaking. Being less familiar than their predecessors with the labyrinth that lies, Minotaur-haunted, beneath every human consciousness, the psychologists expected purely benign consequences of whatever psychodramas the crew engendered.
— Minamoto
Assignments to teams had not been made in advance of departure. It was sensible to let professional capabilities reveal themselves and grow
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EXPLORATIONS
on the voyage, while personal relationships did the same. Eventually such factors would help in deciding what individuals should train for what tasks. Long-term participation in a group of players normally forged bonds of friendship that were desirable, if the members were otherwise qualified.
In real life, Scobie always observed strict propriety toward Broberg. She was attractive, but she was monogamous, and he had no wish to alienate her. Besides, he liked her husband. (Tom did not partake of the game. As an astronomer, he had plenty to keep his attention happily engaged.) They had played for a couple of years, their bunch had acquired as many as it could accommodate in a narrative whose milieu and people were becoming complex, before Scobie and Broberg spoke of anything intimate.
By then, the story they enacted was doing so, and mybe it was not altogether by chance that they met when both had several idle hours. This was in the weightless recreation area at the spin axis. They tumbled through aerobatics, shouting and laughing, until they were pleasantly tired, went to the clubhouse, turned in their wingsuits, and showered. They had not seen each other nude before; neither commented, but he did not hide his enjoyment of the sight, while she colored and averted her glance as tactfully as she was able. Afterward, their clothes resumed, they decided on a drink before they went home, and sought the lounge.
Since evenwatch was approaching nightwatch, they had the place to themselves. At the bar, he thumbed a chit for Scotch, she for pinot chardonnay. The machine obliged them and they carried their refreshments out onto the balcony. Seated at a table, they looked across immensity. The clubhouse was built into the support frame on
THE SATURN GAME
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a Lunar gravity level. Above them they saw the sky wherein they had been as birds; its reach did not seem any more hemmed in by far-spaced, spidery girders than it was by a few drifting clouds. Beyond, and straight ahead, decks opposite were a commingling of masses and shapes which the scant illumination at this hour turned into mystery. Among those shadows the humans made out woods, brooks, pools, turned hoar or agleam by the light of stars which filled the skyview strips. Right and left, the hull stretched off beyond sight, a dark in which such lamps as there were appeared lost.
Air was cool, slightly jasmine-scented, drenched with silence. Underneath and throughout, subliminal, throbbed the myriad pulses of the ship.
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