"Anderson, Poul - Explorationsl" - читать интересную книгу автора (Anderson Poul)


"I know. Which shows the comet collision was recent, less than a thousand years ago, or we wouldn't be seeing this miracle today. Nothing big has since happened to strike, yet. I'm thinking of little stones, cosmic sand, in prograde orbits around Saturn so that they hit with low relative speed. Most simply make dimples in the ice. Lying there, however, they collect solar heat because of being dark, and re-radiate it to melt away their surroundings, till they sink beneath. The concavities they leave reflect incident radiation from side to side, and thus continue to grow. The pothole effect. And again, because the different ices have different properties, you don't get perfectly smooth craters, but those fantastic bowls we saw before we landed." "By God!" Scobie hugged her. "You're a genius."

Helmet against helmet, she smiled and said, "No. It's obvious, once you've seen for yourself." She was quiet for a bit while still they held each other. "Scientific intuition is a funny thing, I admit," she went on at last. "Considering the problem, I was hardly aware of my logical mind. What I thought was-the City of Ice, made with starstones out of that which a god called down from heaven-"

"Jesus Maria!" Garcilaso spun about to stare at them. Scobie released the woman. "We'll go after confirmation," he said unsteadily. "To the large crater you'll remember we spotted a few klicks inward. The surface appears quite safe to walk on."

"I called that crater the Elf King's Dance Hall," Broberg mused, as if a dream were coming back to her.

"Have a care." Garcilaso's laugh rattled. "Heap big medicine yonder. The King is only an inheritor; it was giants who built these walls, for the gods."

"Well, I've got to find a way in, don't I?" Scobie responded.

"Indeed," Alvarlan says. "I cannot guide you from this point. My spirit can only see through mortal eyes. I can but lend you my counsel, until we have neared the gates,"

"Are you sleepwalking in that fairytale of yours?" Danzig yelled. "Come back before you get yourselves killed!"

"Will you dry up?" Scobie snarled. "It's nothing but a style of talk we've got between us. If you Can't understand that, you've got less use of your brain than we do."

"Listen, won't you? I didn't say you're crazy. You don't have delusions or anything like that. I do say you've steered your fantasies toward this kind of place, and now the reality has reinforced them till you're under a compulsion you don't recognize. Would you go ahead so recklessly anywhere else in the universe? Think!"

"That does it. We'll resume contact after you've had time to improve your manners." Scobie snapped off his main radio switch. The circuits that stayed active served for close-by communication but had no power to reach an orbital relay. His companions did likewise.

The three faced the awesomeness before them. "You can help me find the Princess when we are inside, Alvarlan," Kendrick says.

"That I can and will," the sorcerer vows.

"I wait for you, most steadfast of my lovers," Ricia croons.

Alone in the spacecraft, Danzig well-nigh sobbed, "Oh, damn that game forever!" The sound fell away into emptiness.

III

To condemn psychodrama, even in its enhanced form, would be to condemn human nature.

It begins in childhood. Play is necessary to an immature mammal, a means of learning to handle the .body, the perceptions, and the outside world. The young human plays, must play, with its brain too. The more intelligent the child, the more its imagination needs exercise. There are degrees of activity, from the passive watching of a show on a screen, onward through reading, daydreaming, storytelling, and psychodrama ... for which the child has no such fancy name.

We cannot give this behavior any single description, for the shape and course it takes depend on endlessly many variables. Sex, age, culture, and companions are only the most obvious. For example, in pre-electronic North America little girls would often play "house" while little boys played "cowboys and Indians" or "cops and robbers," whereas nowadays a mixed group of their descendants might play "dolphins" or "astronauts and aliens." In essence, a small band forms; each individual makes up a character to portray, or borrows one from fiction; simple props may be employed, such as toy weapons, or any chance object such as a stick may be declared 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 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 because psychotherapy has become a branch of applied biochemistry.