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Essay on history of science fiction
Essay on history of science fiction
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Science Fiction is a younger literary genre than most. While it is several centuries old, to compare it to other genres that have been around for millennia, it maintains a sense of freshness and potential beyond the intrinsic trait of Sci-Fi that is the focus on the beyond; an emphasis on what is attainable a few centuries from now, and where will humanity be? This general focus on advanced technologies, future societies, and the endless possibilities of the future are what draw viewers into Sci-Fi film, television, and, most recently, video games. Video games, unlike their film and television predecessors that drew mainly on older Sci-Fi literature, draw on more modern film and television content as primary sources. There are endless examples …show more content…
While this culture is known to take content directly from Star Wars in order to make references, such as a questline in the game Borderlands: The Pre-Sequel where the player is lead by one mute droid and one British droid until the quest ends in the line "screw you, Toby Van Adobe, you've got my only soap", a clear reference to the first Star Wars film, even beyond that we see that the methods of storytelling and key elements of films like Star Wars begin appearing in Sci-Fi video games not long after the first film of the trilogy airs in theaters. ("These are the Bots") For example, after the release of the first film, there was an immediate jump in demand (and supply) for games set in space and beyond the universe as we know it, due to the allure of the setting and the endless frontier that it presented. There was also an increase in video game content centered around the character path taken in the films; a nobody moisture farmer from a desert planet suddenly becomes a magical telepathic telekinetic hero for the underdogs of the galaxy. Though the story of the 'chosen one' and the 'hero's journey' are literally ancient tropes, this story of rising from a random helpless citizen to a man with seemingly endless control over himself and the universe around him was something that drew in fans massively, especially the stereotypically nerdy and unpopular geek stereotypes of the 1980s, letting them immerse themselves in these super human player
Darko Suvin defines science fiction as "a literary genre whose necessary and sufficient conditions are the presence and interaction of estrangement and cognition, and whose main formal device" (Suvin 7-8) is a fictional "novum . . . a totalizing phenomenon or relationship" (Suvin 64), "locus and/or dramatis personae . . . radically or at least significantly" alternative to the author's empirical environment "simultaneously perceived as not impossible within the cognitive (cosmological and anthropological) norms of the author's epoch" (Suvin viii). Unlike fantasy, science fiction is set in a realistic world, but one strange, alien. Only there are limits to how alien another world, another culture, can be, and it is the interface between those two realms that can give science fiction its power, by making us look back at ourselves from its skewed perspective.
Literature and film have always held a strange relationship with the idea of technological progress. On one hand, with the advent of the printing press and the refinements of motion picture technology that are continuing to this day, both literature and film owe a great deal of their success to the technological advancements that bring them to widespread audiences. Yet certain films and works of literature have also never shied away from portraying the dangers that a lust for such progress can bring with it. The modern output of science-fiction novels and films found its genesis in speculative ponderings on the effect such progress could hold for the every day population, and just as often as not those speculations were damning. Mary Shelley's novel Frankenstein and Fritz Lang's silent film Metropolis are two such works that hold great importance in the overall canon of science-fiction in that they are both seen as the first of their kind. It is often said that Mary Shelley, with her authorship of Frankenstein, gave birth to the science-fiction novel, breathing it into life as Frankenstein does his monster, and Lang's Metropolis is certainly a candidate for the first genuine science-fiction film (though a case can be made for Georges Méliès' 1902 film Le Voyage Dans la Lune, his film was barely fifteen minutes long whereas Lang's film, with its near three-hour original length and its blending of both ideas and stunning visuals, is much closer to what we now consider a modern science-fiction film). Yet though both works are separated by the medium with which they're presented, not to mention a period of over two-hundred years between their respective releases, they present a shared warning about the dangers that man's need fo...
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
Video games have become a hot topic recently. There have been a lot of controversy over whether to play or not to play. The controversy is due to them being arguably more captivating than all other forms of entertainment. Video games narrate an epic tale like no other form of entertainment can. You can become immersed in video games, because of this they are both a highly entertaining escape from the real world and a complete waste of time.
Although video games have become more and more popular as time changes, it still has to face the criticism, ‘media panic’. Meida panic happens when a new media appears; people will have a highly emotional discussion about it (Drotner, 1999).
Science fiction never ceases to amaze me as I take great enjoyment in exploring these creative universes. I have always had a great interest in military science fiction for its take on technological innovation and critical analysis. Military science fiction in general is very speculative about future of technology and warfare. The military science fiction genre also serves as a critique of contemporary politics as it deals with many of the same issues that go on today. This has made military science fiction one if the most well respected genres of science fiction for it ability to indirectly criticize modern society. My Integrated Project explores the relationship between how technology that has arisen from war has been some of the most innovative and why war has become an unshakeable aspect of human existence.
Popcorn movie by excellence, Star Wars is primarily entertainment (and business), but It contains a worldview that reflects some fundamental contradictions of modern man. When we compare this space saga with other mythological stories, cultural genre to which it belongs, but such a task exceeds the time and space that we have now. Eyes focus in political
Science fiction is a genre, which depicts what life would be like in a world with major scientific and technological developments. When it comes to science fiction, the exploration of future technology is a major element. Many stories and films focus on space, robots, aliens, a mad scientist, and/or artificial intelligence. “The universal themes found in science fiction—themes of freedom and responsibility, power, love, individuality and community, good versus evil, technology run amok, and more—present ample opportunity to explore complex issues and compelling controversies at length and in depth in ways that not only engage the intellect, but involve the emotions and expand the imagination.” The story “Flowers for Algernon,” by Daniel Keyes, is an example of science fiction that examines the impact of artificial intelligence. “The End of the Whole Mess,” by Steven King, is an example of science fiction that focuses on the fall of a mad scientist. The film “Gravity” is an example of a science fiction movie that explores the use of major technological advancement within space. In this paper I will assess the major themes portrayed in “Flowers for Algernon,“ “The End of the Whole Mess,” and the film, “Gravity.” Additionally, I will examine how these models of science fiction teach a major lesson about the imperfections of future scientific and technological advancements on society.
Art can be divide in to two different categories, “literacy arts,” art forms that attempt to tell a story, and “fine arts,” traditional works, sculptures, and paintings, as well music and dance. Video games, along with film, are an example of a literacy art form. Video games are increasingly becoming literacy art by telling stories that are equal if not better than those found in most movies. Not just mediocre stories to have them in the games, but compelling stories that drive the player to push forward. Bioshock, a 2007 release, is an example of this increasing importance of stories in video games. Influenced by philosophy and the works of Ayn Rand, the creator where able to create a cautionary tale of man’s individualism and genetic tweaking (VerBruggen).
...ual works that also tend to focus around a certain narrative, which in case of video games might be more interactive. The similarities are so great that there are even video games that use an actual footage of actors instead of computer generated characters. Of course, there are also many differences, the main one being the interactivity. In case of video games, the audience is subjected to an illusion that the player can decide what will happen in the story. On the other hand, there have also been some experimental films, during which the audience in the cinema was asked what should happen next and decided upon it by pressing a button. This all makes the border between the film and the video game flexible and unfixed, thus it should be no surprise that many of the practices (both business and artistic) of the film industry were adapted in the world of video games.
With a vast amount of video games out there, there seems to be a similarity in most of
It’s become a bigger entity, in which most movies could ever dream of, the Marvel cinematic universe comes as a close second. Star Wars is a melting pot of revered cinema genres, and predecessors. From old serials of Flash Gordon, to Japanese Samurai films, such as Hidden Fortress by Akira Kurosawa. It also weaponized the aspiration for the summer blockbuster during the 1970s, while movies like Jaws and the Exorcist were big films. Star Wars and its sequels, Empire Strikes Back and Return of the Jedi commercialized films beyond theater. It helped science fiction genre boom during the late 1970s and 1980s. Changing Hollywood’s top aesthetics and narratives conclusively. The franchise exists as entertainment that appeals to all ages with inspiring, conventional messages. Exerting powerful storytelling and character development, and memorable performances from the entire
However, as the works of scholars have pointed out, these religious elements and its effects are present, regardless of Lucas’ intent. Therefore, this thesis will serve the purpose of substantiating the claim that Star Wars is religion because it functions as one. This will be done by engaging in a functionalist analysis of the movies, as well as building off previous studies on the
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames