A women finds herself piloting a quadcopter in a slightly creepy “beta of some game”—like a first-person shooter with “nothing to shoot”—and because she is a character in a novel by William Gibson (The Peripheral,
2014) we must already wonder what is virtual and what is real. Her name is Flynne and she seems to live somewhere in the American South—back country, trailer down by the creek. But in the present or the future? Hard to know exactly. At the very least, waves of the future are lapping at the shore. Marine vets have scars, physical and mental, from implanted “haptics.” The era’s namespace includes Cronut, Tesla, Roomba, Sushi Barn, and Hefty Mart. Roadside storefronts offer “fabbing”—three-dimensional printing of practically everything. Drones are ascendant. Every buzzing insect is a potential spy.Anyway, Flynne leaves her reality behind to pilot her drone through a different, virtual reality. A mysterious (virtual?) corporate entity is paying her to do it. She hovers near a great dark building. She looks up—camera up. She looks down—camera down. “All around her were whispers, urgent as they were faint, like a cloud of invisible fairy police dispatchers.” Everyone knows how immersive a computer game can become, but what is her goal? Her purpose? Apparently she is meant to chase away other drones, which swarm like dragonflies, but it doesn’t feel like any game she has played before.*4
Then—a window, a woman, a balcony—Flynne witnesses a murder.We have met Gibson before: the futurist who denies writing about the future. It was Gibson who invented the word cyberspace
in 1982 after watching kids playing video games at an arcade in Vancouver, staring into their consoles, turning knobs and pounding buttons to manipulate a universe no one else could see. “It seemed to me that what they wanted was to be inside the games, within the notional space of the machine,” he said later. “The real world had disappeared for them—it had completely lost its importance. They were in that notional space.” There was no such thing as cyberspace then—as Gibson imagined it, “a consensual hallucination experienced daily by billions of legitimate operators, in every nation.” The space behind all the computers. “Lines of light ranged in the nonspace of the mind, clusters and constellations of data.” We all feel that way sometimes.At some point it occurred to Gibson that he had been describing something like the “Aleph” of Borges’s 1945 story: a point in space that contains all other points. To see the Aleph you must lie flat and immobile in darkness. “A certain ocular adjustment will also be necessary.” What you see then cannot be contained in words, Borges writes,
for any listing of an endless series is doomed to be infinitesimal. In that single gigantic instant I saw millions of acts both delightful and awful; not one of them occupied the same point in space, without overlapping or transparency. What my eyes beheld was simultaneous, but what I shall now write down will be successive, because language is successive.
The space
in cyberspace vanishes. It collapses into a network of connections: as Lee Smolin said, a billion-dimensional space. Interaction is all. And what of cybertime? Every hyperlink is a time gate.*5 Millions of acts both delightful and awful—posts, tweets, comments, emails, “likes,” swipes, winks—appear simultaneously or successively. Signal speed is light speed, time zones overlap, and time stamps shift like motes in a sunbeam. The virtual world is build on transtemporality.Gibson, who always felt time travel to be an implausible magic, avoided it through ten novels written across thirty years.*6
Indeed, as his imagined futures kept crowding in on the conveyor belt of the present, he renounced the future altogether. “Fully imagined futures were the luxury of another day, one in which ‘now’ was of some greater duration,” says Hubertus Bigend in the 2003 Pattern Recognition. “We have no future because our present is too volatile.” The future stands upon the present, and the present is quicksand.Back to the future once more, though, in Gibson’s eleventh novel, The Peripheral.
A near future interacts with a far future. Cyberspace gave him a way in. New rules of time travel: matter cannot escape its time but information can. The future discovers that it can email the past. Then it phones the past. The information flows both ways. Instructions are sent for 3-D fabbing: helmets, goggles, joysticks. It is a marriage of time shifting and telepresence.