Gabriel L. Helman Gabriel L. Helman

So Long, And Thanks For All The Fish by Douglas Adams (1984)

One of the great things about growing up before “the internet” was that you could form an opinion about a piece of art without knowing what anyone else thought about it. Unless something was extraordinarily mainstream, you’d get to talk to maybe half-a-dozen people about any given thing? Maybe Siskel & Ebert would do a piece on it? A review in the paper? Some friends at school? Mostly, you were left to your own devices to like something or not.

So then, one of the really strange things about living though “the internet” emerging was the experience of going online and discovering the places where your long-held opinion diverged from the world at large. For example, it turns out that So Long, and Thanks for All the Fish is a book basically no one liked, which came as quite a surprise to me, since I liked it very much.

The book turned 40 this past weekend, coming out a few days after the HHGG Infocom game, and like that game I’ll take the excuse to talk about it some more.

It’s not really a Science-Fiction comedy, it’s a magical realism romance novel that just happens to star the main character from Hitchhiker. It’s striking how different it is from Adams’ previous work, and frankly, from his work that followed.

Of course part of that is that while it was his fourth book, it was his first novel from scratch, not based on something else. The first two HHGG books were (heavily) reworked versions of the first two series of the radio show, the third book was based on a pile of ideas that was variously a Doctor Who episode, a pitch for a Doctor Who movie, and the concept for the never-made second series of the TV version. As such, it’s his first piece of work not building on ideas that had been clanking around since the late 70s.

As I mentioned way back when talking about Salmon of Doubt, So Long and Thanks for All The Fish kicks off what I think of Adams’ middle period. You get the feeling that’s the sort of direction he wanted to move in, not just recycling the same riffs from a decade earlier. There’s a real sense of his, at least attempted, growth as an author.

Infamously, So Long was the book that after a year and multiple extended deadlines he still hadn’t actually started, so his editor locked him in a hotel room in London for two weeks, during which he cranked out the novel. I had two pretty strong reactions to learning this via the aforementioned internet; first, finding our that this whole book was, essentially, the first draft explained a lot, and second, there are very, very few people who could have written a book even this good in a single panicked fortnight.

Adams occasionally expressed regret that it was never really finished, and it shows. Or rather, it’s obvious what parts he cared about, and which parts he never got around to polishing.

So, let’s get the criticisms out of the way.

The previous books have a very strong Narrator Voice, extending out from the fact that the radio show was narrated by the Guide itself, and so even the narration in the book that isn’t explicitly a guide entry has the same tone and character, and is presumably still the Guide telling the story. Here, though, the narrator is clearly Douglas Adams himself, including a few places where he directly addresses the audience in what feel as much like his notes to himself as they do anything else. And there’s a little standalone epilogue about the virtues of not being able to concentrate which is fine on it’s own, but in the context of the book’s creation feels a little overly protest-y.

And it’s funny he has such a presence in that way, because in addition to that, while Arthur Dent was always clearly an author stand-in, there’s also never been less distance between the two as here. This book includes at least two events that happen to Arthur that Adams claimed really happened to him (that’s the story about the biscuits and one of his dates with Fenchurch.) Fenchurch herself is supposedly an amalgam of the two women Adams dated in the early 80s, and she lives in the flat Adams really lived in. There’s parts of the book that feel a lot more like Adams swapping stories over beers rather than an actual, you know, piece of fiction.

It’s not really funny in the same way the other books are, and a lot of the attempts at humor fall flat. There’s a joke about a planet ruled by lizards that the population hates but keeps voting for because “the wrong lizards might win,” that never really coheres and feels like something from one of the endless 80s Hitchhiker knockoffs than something from the real thing. There’s a running joke about a trucker who doesn’t know he’s The Rain God that is mostly very funny, but never really connects to anything else. Even Fenchurch, who is a great character, feels like she has a name where the author was trying to outdo “Ford Prefect” and came up short.

The character most hurt by this is Ford. Zaphod and Trillian don’t make an appearance in this one, so the action cuts back and forth between Arthur’s low-stakes romance and Ford being an extra-disreputable Doctor Who, crashing from one end of the galaxy to the other. This is a version of Ford you can most clearly imagine being played by Tom Baker—or rather, being written by a person who misses writing for Tom Baker—there’s a bit where Ford is stalking around Arthur’s house saying “beep beep beep” which isn’t all that funny on the page but that Tom would have made sing. It’s never entirely clear why Ford is doing what he’s doing, but not in a intentionally ambiguous way, more of a series of “I’ll explain laters” that just never really pay off. The Ford scenes are fun, but of all the book they read the most like rough drafts. It’s hard not to imagine that the book would have been better if Ford crashed into the narrative for the first time at the same time as he crashes into Arthur’s house.

It’s also interesting that Arthur doesn’t really start acting like old Arthur until Ford shows up, which says a lot about how those characters work. Arthur is a character who looks like is going to be a classic “straight man” comedy sidekick, but then starts arguing back and refusing to go along with things, refusing to give up agency despite not having a clue as to what’s going on around him. Here, he really doesn’t have anyone to argue with, and spends the book in a completely different gear until Ford shows up.

On the other hand, Marvin shows up at the very and and proves both that he’s the best character in the series and that “aggressively depressed robot” is an absolutely bulletproof concept.

Having gotten that out of the way, let’s talk about the parts that work. Because the parts that work here really work.

The main body of the book follows Arthur, who returns to Earth, which is somehow un-demolished. The population has dismissed the “thing with the yellow spaceships” as a mass hallucination and/or CIA drug experiment. (Exactly how the Earth has returned is never totally explained, but there’s an ambiguous dream sequence that I always interpreted to mean that the Magratheans had slid the Earth Mk II into place where the original had been. Regrettably, the book declines to mention if Africa has fijords now.)

He goes about reintegrating into his old life, buys a computer, meets a girl, falls in love, teaches her how to fly, both literally and metaphorically. One of the great things about Arthur in this book is that he gets to be the one that knows things for once. The scene where Fenchurch pulls out the Guide and starts asking questions is truly great—finally Arthur is the one who gets to answer instead of ask.

His girlfriend, Fenchuch, is strongly implied to be the person who was going to provide the final readout of the original Earth’s program to find the Ultimate Question; she’s been at loose ends since that failed to actually happen. As such, Arthur digs up the location for “God’s Final Message to his creation” that he got in the previous book, the two of them hook up with Ford, and the three of them hitchhike back out into space.

That end, though. Whatever quibbles I might have about the rest of the book, the end is perfect. The whole premise of “God’s Final Message” both takes a swing at resolving the ongoing philosophical questions that undergrid Hitchhiker while still being actually funny. It really feels like a guy wrapping up this phase of his career. Happy endings, of a sort, resolve most of the open items, send Arthur off into the sunset.

(One of the reasons I have such disgust for Mostly Harmless is that not only is the book terrible on it’s own, but Adams screwed up the perfect end to the series he already had in order to do… that?)

It’s a slimmer volume than its three predecessors, both physically and figuratively, serving as more of a coda than a full installment on its own, but still sending off the series on the right note. It’s not more sophisticated to have bad things happen to people than good things; art isn’t of lesser quality if the characters finally catch a break.

Anyway, I didn’t let those dorks on the web change my mind. It’s still great.

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Gabriel L. Helman Gabriel L. Helman

Don’t Panic: Infocom’s Hitchhiker’s Guide to the Galaxy at 40

Well! It turns out that this coming weekend is the 40th anniversary of Infocom’s Hitchhiker’s Guide to the Galaxy text adventure game by Douglas Adams and Steve Meretzky. I mentioned the game in passing back in July when talking about Salmon of Doubt, but I’ll take an excuse to talk about it more.

To recap: Hitchhiker started as a six-part radio show in 1978, which was a surprise hit, and was quickly followed by a second series, an album—which was a rewrite and re-record with the original cast instead of just being a straight release of the radio show—a 2-part book adaptation, a TV adaptation, and by 1984, a third book with a fourth on the way. Hitchhiker was a huge hit.

Somewhere in there, Adams discovered computers, and (so legend has it) also became a fan of Infocom’s style of literate Interactive Fiction. They were fans of his as well, and to say their respective fan-bases had a lot of overlap would be an understatement. A collaboration seemed obvious.

(For the details on how the game actually got made, I’ll point you at The Digital Antiquarian’s series of philosophical blockbusters Douglas Adams, The Computerized Hitchhiker’s, and Hitchhiking the Galaxy Infocom-Style.)

These are two of my absolute favorite things—Infocom games and Hitchhiker—so this should be a “two great tastes taste great together” situation, right? Well, unfortunately, it’s a little less “peanut butter cup” and a little more “orange juice on my corn chex.”

“Book adaptation” is the sort of thing that seemed like an obvious fit for Infocom, and they did several of them, and they were all aggressively mediocre. Either the adaptation sticks too close to the book, and you end up painfully recreating the source text, usually while you “wait” and let the book keep going until you have something to do, or you lean the other way and end up with something “inspired by” rather than “based on.” Hitchhiker, amusingly, manages to do both.

By this point Adams had well established his reputation for blowing deadlines (and loving “the whooshing noise they make as they go by”) so Infocom did the sane thing and teamed him up Steve Meretzky, who had just written the spectacular—and not terribly dissimilar from Hitchhiker—Planetfall, with the understanding that Meretzky would do the programming and if Adams flagged then Meretzky could step in and push the game over the finish line.

The game would cover roughly the start of the story; starting with Arthur’s house being knocked down, continuing through the Vogon ship, arriving on the Heart of Gold, and then ending as they land on Magrathea. So, depending on your point of view, about the first two episodes of the radio and TV versions, or the first half of the first book. This was Adams’ fourth revision of this same basic set of jokes, and one senses his enthusiasm waning.

You play as Arthur (mostly, but we’ll get to that,) and the game tracks very closely to the other versions up through Arthur and Ford getting picked up by the Heart of Gold. At that point, the game starts doing its own thing, and it’s hard not to wonder if that’s where Adams got bored and let Meretzky take over.

The game—or at least the first part—wants to be terribly meta and subversive about being a text adventure game, but more often than not offers up things that are joke-shaped, but are far more irritating than funny.

The first puzzle in the game is that it is dark, and you have to open your eyes. This is a little clever, since finding and maintaining light sources are a major theme in earlier Zork-style Infocom games, and here you don’t need a battery-powered brass lantern or a glowing elvish sword, you can just open your eyes! Haha, no grues in this game, chief! Then the second puzzle is where the game really shows its colors.

Because, you see, you’ve woken up with a hangover, and you need to find and take some painkillers. Again, this is a text adventure, so you need to actually type the names of anything you want to interact with. This is long before point-and-click interfaces, or even terminal-style tab-complete. Most text games tried to keep the names of nouns you need to interact with as short as possible for ergonomic reasons, so in a normal game, the painkillers would be “pills”, or “drugs”, or “tablets”, or some other short name. Bur no, in this game, the only phrase the game recognizes for the meds is “buffered analgesic”. And look, that’s the sort of think that I’m sure sounds funny ahead of time, but is just plain irritating to actually type. (Although, credit where credit is due, four decades later, I can still type “buffered analgesic” really fast.)

And for extra gear-griding, the verb you’d use in reglar speech to consume a “buffered analgesic” would be to “take” it, except that’s the verb Infocom games use to mean “pick something up and put it in your inventory” so then you get to do a little extra puzzle where you have to guess what other verb Adams used to mean put it in your mouth and swallow.

The really famous puzzle shows up a little later: the Babel Fish. This seems to be the one that most people gave up at, and there was a stretch where Infocom was selling t-shirts that read “I got the Babel Fish!”

The setup is this: You, as Arthur, have hitchhiked on to the Vogon ship with Ford. The ship has a Babel Fish dispenser (an idea taken from the TV version, as opposed to earlier iterations where Ford was just carrying a spare.) You need to get the Babel fish into your ear so that it’ll start translating for you and you can understand what the Vogons yell at you when they show up to throw you off the ship in a little bit. So, you press the button on the machine, and a fish flies out and vanishes into a crack in the wall.

What follows is a pretty solid early-80s adventure game puzzle. You hang your bathrobe over the crack, press the button again, and then the fish hits the bathrobe, slides down, and falls into a grate on the floor. And so on, and you build out a Rube Goldberg–style solution to catch the fish. The 80s-style difficulty is that there are only a few fish in the dispenser, and when you run out you have to reload your game to before you started trying to dispense fish. This, from the era where game length was extended by making you sit and wait for your five-inch floppy drive to grind through another game load.

Everything you need to solve the puzzle is in the room, except one: the last thing you need to get the fish is the pile of junk mail from Arthur’s front porch, which you needed to have picked up on your way to lie in front of the bulldozer way back a the start of the game. No one thinks to do this the first time, or even first dozen times, and so you end up endlessly replaying the first hour of the game, trying to find what you missed.

(The Babel Fish isn’t called out by name in Why Adventure Games Suck, but one suspects it was top of Ron Gilbert’s mind when he wrote out his manifesto for Monkey Island four years later.)

The usual reaction, upon learning that the missing element was the junk mail, and coming after the thing with the eyes and the “buffered analgesic” is to mutter, screw this and stop playing.

There’s also a bit right after that where the parser starts lying to you and you have to argue with it to tell you what’s in a room, which is also the kind of joke that only sounds funny if you’re not playing the game, and probably accounted for the rest of the people throwing their hands up in the air and doing literally anything else with their time.

Which is a terrible shame, because just after that, you end up on the Heart of Gold and the game stops painfully rewriting the book or trying to be arch about being a game. Fairly quickly, Ford, Zaphod, and Trillian go hang out in the HoG’s sauna, leaving you to do your own thing. Your own thing ends up being using the backup Improbability Generator to teleport yourself around the galaxy, either as yourself or “quantum leap-style” jumping into other people. You play out sequences as all of Ford, Zaphod, and Trillian, and end up in places the main characters never end up in any of the other versions—on board the battlefleet that Arthur’s careless coment sets in motion, inside the whale, outside the lair of the Ravenous Bugblatter Beast of Traal. The various locations can be played in any order, and like an RPG from fifteen years later, the thing you need to beat the game has one piece in each location.

This is where the game settles in and turns into an actual adventure game instead of a retelling of the same half-dozen skits. And, more to the point, this is where the game starts doing interesting riffs on the source material instead of just recreating it.

As an example, at one point, you end up outside the cave of the Ravenenous Bugblatter Beast of Traal, and the way you keep it from eating you is by carving your name on the memorial to the Beast’s victims, so that it thinks it has already eaten you. This is a solid spin on the book’s joke that the Beast is so dumb that it thinks that if you can’t see it, it can’t see you, but manges to make having read the book a bonus but not a requirement.

As in the book, to make the backup Improbability Drive work you need a source of Brownian Motion, like a cup of hot liquid. At first, you get a cup of Advanced Tea Substitute from the Nutrimat—the thing that’s almost, but not quite, entirely unlike tea. Later, after some puzzles and the missile attack, you can get a cup of real tea to plug into the drive, which allows it work better and makes it possible to choose your destination instead of it being random. Again, that’s three different jokes from the source material mashed together in an interesting and new way.

There’s a bit towards the end where you need to prove to Marvin that you’re intelligent, and the way you do that is by holding “tea” and “no tea” at the same time. The way you do that is by using the backup Improbably Drive to teleport into your own brain and removing your common sense particle, which is a really solid Hitchhiker joke that only appears in the game.

The game was a huge success at the time, but the general consensus seemed to be that it was very funny but very hard. You got the sense that a very small percentage of the people who played the game beat it, even grading on the curve of Infocom’s usual DNF rate. You also got the sense that there were a whole lot of people for whom HHGG was both their first and last Infocom game. Like Myst a decade later, it seemed to be the kind of game people who didn’t play games got bought for them, and didn’t convert a lot of people.

In retrospect, it’s baffling that Infocom would allow what was sure to be their best-selling game amongst new customers to be so obtuse and off-putting. It’s wild that HHGG came out the same year as Seastalker, their science fiction–themed game designed for “junior level” difficulty, and was followed by the brilliant jewel of Wishbringer, their “Introductory” game which was an absolute clinic in teaching people how to play text adventure games. Hitchhiker sold more than twice those two games combined.

(For fun, See Infocom Sales Figures, 1981-1986 | Jason Scott | Flickr)

Infocom made great art, but was not a company overly-burdened by business acumen. The company was run by people who thought of games as a way to bootstrap the company, with the intent to eventually graduate to “real” business software. The next year they “finally” released Cornerstone—their relational database product that was going to get them to the big leagues. It did not; sales were disastrous compared to the amount of money spent on development, the year after that, Infocom would sell itself to Activision; Activision would shut them down completely in 1989.

Cornerstone was a huge, self-inflicted wound, but it’s hard not to look at those sales figures, with Hitchhiker wildly outstripping everything else other than Zork I, and wonder what would have happened if Hitchhiker had left new players eager for more instead of trying to remember how to spell “analgesic.”

As Infocom recedes into the past and the memories of old people and enthusiasts, Hitchhiker maintains it’s name recognition. People who never would have heard the name “Zork” stumble across the game as the other, other, other version of Hitchhiker Adams worked on.

And so, the reality is that nowadays HHGG is likely to be most people’s first—and only—encounter with an Infocom game, and that’s too bad, because it’s really not a good example of what their games were actually like. If you’re looking for recommendation, scare up a copy of Enchanter. I’d recommend that, Wishbringer, Planetfall, and Zork II long before getting to Hitchhiker. (Zork is the famous game with the name recognition, but the second one is by far the best of the five games with “Zork” in the title.)

BBC Radio 4 did a 30th anniversary web version some years ago, which added graphics in the same style as the guide entries from the TV show, done by the same people, which feels like a re-release Infocom would have done in the late 80s if the company hadn’t been busy drowning in consequences of their bad decisions.

It’s still fun, taken on its own terms. I’d recommend the game to any fan of the other iterations of the Guide, with the caveat that it should be played with a cup of tea in one hand and a walkthrough within easy reach of the other.

All that said, it’s easy to sit here in the future and be too hard on it. The Secret of Monkey Island was a conceptual thermocline for adventure games as a genre, it’s so well designed, and it’s design philosophy is so well expressed in that design, that once you’ve played it it’s incredibly obvious what every game before it did wrong.

As a kid, though, this game fascinated me. It was baffling, and seemingly impossible, but I kept plowing at it. I loved Hitchhiker, still do, and there I was, playing Arthur Dent, looking things up in my copy of the Guide and figuring out how to make the Improbability Drive work. It wasn’t great, it wasn’t amazing, it was amazingly amazing. At one point I printed out all the Guide entries from the game and made a physical Guide out of cardboard?

As an adult, what irritates me is that the game’s “questionable” design means that it’s impossible to share that magic from when I was 10. There are plenty of other things I loved at that time I can show people now, and the magic still works—Star Wars, Earthsea, Monkey Island, the other iterations of Hitchhiker, other Infocom games. This game, though, is lost. It was too much of its exact time, and while you can still play it, it’s impossible to recreate what it was like to realize you can pick up the junk mail. Not all magic lasts. Normally, this is where I’d type something like “and that’s okay”, but in this particular case, I wish they’d tried to make it last a little harder.


As a postscript, Meretzky was something of a packrat, and it turns out he saved everything. He donated his “Infocom Cabinet” to the Internet Archive, and it’s an absolute treasure trove of behind-the-scenes information, memos, designs, artwork. The Hitchhiker material is here: Infocom Cabinet: Hitchhikers Guide to the Galaxy : Steve Meretzky and Douglas Adams

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Gabriel L. Helman Gabriel L. Helman

Why is this Happening, Part II: Letting Computers Do The Fun Part

Previously: Part I

Let’s leave the Stuff that Sucks aside for the moment, and ask a different question. Which Part is the Fun Part? What are we going to do with this time the robots have freed up for us?

It’s easy to get wrapped up in pointing at the parts of living that suck; especially when fantasizing about assigning work to C-3PO’s cousin. And it’s easy to spiral to a place where you just start waving your hands around at everything.

But even Bertie Wooster had things he enjoyed, that he occasionally got paid for, rather than let Jeeves work his jaw for him.

So it’s worth recalibrating for a moment: which are the fun parts?

As aggravating as it can be at times, I do actually like making computers do things. I like programming, I like designing software, I like building systems. I like finding clever solutions to problems. I got into this career on purpose. If it was fun all the time they wouldn’t have to call it “work”, but it’s fun a whole lot of the time.

I like writing (obviously.) For me, that dovetails pretty nicely with liking to design software; I’m generally the guy who ends up writing specs or design docs. It’s fun! I owned the customer-facing documentation several jobs back. It was fun!

I like to draw! I’m not great at it, but I’m also not trying to make a living out of it. I think having hobbies you enjoy but aren’t great at is a good thing. Not every skill needs to have a direct line to a career or a side hustle. Draw goofy robots to make your kids laugh! You don’t need to have to figure out a the monetization strategy.

In my “outside of work” life I think I know more writers and artists than programmers. For all of them, the work itself—the writing, the drawing, the music, making the movie—is the fun part. The parts they don’t like so well is the “figuring out how to get paid” part, or the dealing with printers part, or the weird contracts part. The hustle. Or, you know, the doing dishes, laundry, and vacuuming part. The “chores” part.

So every time I see a new “AI tool” release that writes text or generates images or makes video, I always as the same question:

Why would I let the computer do the fun part?

The writing is the fun part! The drawing pictures is the fun part! Writing the computer programs are the fun part! Why, why, are they trying to tell us that those are the parts that suck?

Why are the techbros trying to automate away the work people want to do?

It’s fun, and I worked hard to get good at it! Now they want me to let a robot do it?

Generative AI only seems impressive if you’ve never successfully created anything. Part of what makes “AI art” so enragingly radicalizing is the sight of someone whose never tried to create something before, never studied, never practiced, never put the time in, never really even thought about it, joylessly showing off their terrible AI slop they made and demanding to be treated as if they made it themselves, not that they used a tool built on the fruits of a million million stolen works.

Inspiration and plagiarism are not the same thing, the same way that “building a statistical model of word order probability from stuff we downloaded from the web” is not the same as “learning”. A plagiarism machine is not an artist.

But no, the really enraging part is watching these people show off this garbage realizing that these people can’t tell the difference. And AI art seems to be getting worse, AI pictures are getting easier spot, not harder, because of course it is, because the people making the systems don’t know what good is. And the culture is following: “it looks like AI made it” has become the exact opposite of a compliment. AI-generated glop is seen as tacky, low quality. And more importantly, seen as cheap, made by someone who wasn’t willing to spend any money on the real thing. Trying to pass off Krusty Burgers as their own cooking.

These are people with absolutely no taste, and I don’t mean people who don’t have a favorite Kurosawa film, I mean people who order a $50 steak well done and then drown it in A1 sauce. The kind of people who, deep down, don’t believe “good” is real. That it’s all just “marketing.”

The act of creation is inherently valuable; creation is an act that changes the creator as much as anyone. Writing things down isn’t just documentation, it’s a process that allows and enables the writer to discover what they think, explore how they actually feel.

“Having AI write that for you is like having a robot lift weights for you.”

AI writing is deeply dehumanizing, to both the person who prompted it and to the reader. There is so much weird stuff to unpack from someone saying, in what appears to be total sincerity, that they used AI to write a book. That the part they thought sucked was the fun part, the writing, and left their time free for… what? Marketing? Uploading metadata to Amazon? If you don’t want to write, why do you want people to call you a writer?

Why on earth would I want to read something the author couldn’t be bothered to write? Do these ghouls really just want the social credit for being “an artist”? Who are they trying to impress, what new parties do they think they’re going to get into because they have a self-published AI-written book with their name on it? Talk about participation trophies.

All the people I know in real life or follow on the feeds who use computers to do their thing but don’t consider themselves “computer people” have reacted with a strong and consistant full-body disgust. Personally, compared to all those past bubbles, this is the first tech I’ve ever encountered where my reaction was complete revulsion.

Meanwhile, many (not all) of the “computer people” in my orbit tend to be at-least AI curious, lots of hedging like “it’s useful in some cases” or “it’s inevitable” or full-blown enthusiasm.

One side, “absolutely not”, the other side, “well, mayyybe?” As a point of reference, this was the exact breakdown of how these same people reacted to blockchain and bitcoin.

One group looks at the other and sees people musing about if the face-eating leopard has some good points. The other group looks at the first and sees a bunch of neo-luddites. Of course, the correct reaction to that is “you’re absolutely correct, but not for the reasons you think.”

There’s a Douglas Adams bit that gets quoted a lot lately, which was printed in Salmon of Doubt but I think was around before that:

I’ve come up with a set of rules that describe our reactions to technologies:

  1. Anything that is in the world when you’re born is normal and ordinary and is just a natural part of the way the world works.

  2. Anything that’s invented between when you’re fifteen and thirty-five is new and exciting and revolutionary and you can probably get a career in it.

  3. Anything invented after you’re thirty-five is against the natural order of things.

The better-read AI-grifters keep pointing at rule 3. But I keep thinking of the bit from Dirk Gently’s Detective Agency about the Electric Monk:

The Electric Monk was a labour-saving device, like a dishwasher or a video recorder. Dishwashers washed tedious dishes for you, thus saving you the bother of washing them yourself, video recorders watched tedious television for you, thus saving you the bother of looking at it yourself; Electric Monks believed things for you, thus saving you what was becoming an increasingly onerous task, that of believing all the things the world expected you to believe.

So, what are the people who own the Monks doing, then?

Let’s speak plainly for a moment—the tech industry has always had a certain…. ethical flexibility. The “things” in “move fast and break things” wasn’t talking about furniture or fancy vases, this isn’t just playing baseball inside the house. And this has been true for a long time, the Open Letter to Hobbyists was basically Gates complaining that other people’s theft was undermining the con he was running.

We all liked to pretend “disruption” was about finding “market inefficiencies” or whatever, but mostly what that meant was moving in to a market where the incumbents were regulated and labor had legal protection and finding a way to do business there while ignoring the rules. Only a psychopath thinks “having to pay employees” is an “inefficiency.”

Vast chunks of what it takes to make generative AI possible are already illegal or at least highly unethical. The Internet has always been governed by a sort of combination of gentleman’s agreements and pirate codes, and in the hunger for new training data, the AI companies have sucked up everything, copyright, licensing, and good neighborship be damned.

There’s some half-hearted attempts to combat AI via arguments that it violates copyright or open source licensing or other legal approach. And more power to them! Personally, I’m not really interested in the argument the AI training data violates contract law, because I care more about the fact that it’s deeply immoral. See that Vonnegut line about “those who devised means of getting paid enormously for committing crimes against which no laws had been passed.” Much like I think people who drive too fast in front of schools should get a ticket, sure, but I’m not opposed to that action because it was illegal, but because it was dangerous to the kids.

It’s been pointed out more than once that AI breaks the deal behind webcrawlers and search—search engines are allowed to suck up everyone’s content in exchange for sending traffic their way. But AI just takes and regurgitates, without sharing the traffic, or even the credit. It’s the AI Search Doomsday Cult. Even Uber didn’t try to put car manufacturers out of business.

But beyond all that, making things is fun! Making things for other people is fun! It’s about making a connection between people, not about formal correctness or commercial viability. And then you see those terrible google fan letter ads at the olympics, or see people crowing that they used AI to generate a kids book for their children, and you wonder, how can these people have so little regard for their audience that they don’t want to make the connection themselves? That they’d rather give their kids something a jumped-up spreadsheet full of stolen words barfed out instead of something they made themselves? Why pass on the fun part, just so you can take credit for something thoughtless and tacky? The AI ads want you to believe that you need their help to find “the right word”; what thay don’t tell you is that no you don’t, what you need to do is have fun finding your word.

Robots turned out to be hard. Actually, properly hard. You can read these papers by computer researchers in the fifties where they’re pretty sure Threepio-style robot butlers are only 20 years away, which seems laughable now. Robots are the kind of hard where the more we learn the harder they seem.

As an example: Doctor Who in the early 80s added a robot character who was played by the prototype of an actual robot. This went about as poorly as you might imagine. That’s impossible to imagine now, no producer would risk their production on a homemade robot today, matter how impressive the demo was. You want a thing that looks like Threepio walking around and talking with a voice like a Transformer? Put a guy in a suit. Actors are much easier to work with. Even though they have a union.

Similarly, “General AI” in the HAL/KITT/Threepio sense has been permanently 20 years in the future for at least 70 years now. The AI class I took in the 90s was essentially a survey of things that hadn’t worked, and ended with a kind of shrug and “maybe another 20?”

Humans are really, really good at seeing faces in things, and finding patterns that aren’t there. Any halfway decent professional programmer can whip up an ELIZA clone in an afternoon, and even knowing how the trick works it “feels” smarter than it is. A lot of AI research projects are like that, a sleight-of-hand trick that depends on doing a lot of math quickly and on the human capacity to anthropomorphize. And then the self-described brightest minds of our generation fail the mirror test over and over.

Actually building a thing that can “think”? Increasingly seems impossible.

You know what’s easy, though, comparatively speaking? Building a statistical model of all the text you can pull off the web.

On Friday: conclusions, such as they are.

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Gabriel L. Helman Gabriel L. Helman

Salmon of Doubt by Douglas Adams (2002)

There are multiple interlocking tradegies of Douglas Adams’ death—not the least of which is the fact that he died at all. But also he passed at what appeared to be the end of a decade-long career slump—well, not slump exactly, but a decade where he seemed to spend his time being very, very irritated at the career he’d accidentally found.

After he died unexpectedly in May of 2001 at 49, his publisher rushed out a collection of previously unpublished work called Salmon of Doubt. It’s a weird book—a book that only could have happened under the exact circumstances that it did, scrambled out to take advantage of the situation, part collection, part funeral.

Douglas Adams is, by far, the writer whose had the biggest influence on my own work, and it’s not even close. I’m not even sure who would be number two? Ursula LeGuin, probably? But that’s a pretty distant second place—The Hitchhiker’s Guide to the Galaxy is the first “grown-up” book I ever read on my own, which is sort of my secret origin story.

As such I gulped Salmon down the instant it came out in 2002, and hadn’t read it since. There was a bit I vaguely remembered that I wanted to quote in something else I was working on, so I’ve recently bought a new copy, as my original one has disappeared over the years. (Actually, I’m pretty sure I know exactly what happened to it, but it’s a minor footnote in a larger, more depressing story, so lets draw a veil across it and pretend that it was pilfered by elves.)

Re-reading the book decades later, two things are very obvious:

First, Adams would never have let a book like this happen while he was alive. It’s self-indulgent in exactly the way he never was, badly organized, clearly rushed. I mean, the three main sections are “Life”, “The Universe”, and “And Everything”, which in addition to being obvious to the point of being tacky, is an absolutely terrible table of contents because there’s no rhyme or reason why one item is in one section versus another.

Second, a book like this should have happened years before. There was so much stuff Adams wrote—magazine articles, newspaper columns, bits and bobs on the internet—that a non-fiction essay collection–style book was long overdue.

This book is weird for other reasons, including that a bunch of other people show up and try to be funny. It’s been remarked more than once that no other generally good writer has inspired more bad writing that Douglas Adams, and other contributions to this book are a perfect example. The copy I have now is the US paperback, with a “new introduction” by Terry Jones—yes, of Monty Python—which might be the least funny thing I’ve ever read, not just unfunny but actively anti-funny, the humor equivalent of anti-matter. The other introductions are less abrasive, but badly misjudge the audience’s tolerance for a low-skill pastiche at the start of what amounts to a memorial service.

The main selling point here is the unfinished 3rd Dirk Gently novel, which may or may not have actually been the unfinished 6th Hitchhiker’s Guide to the Galaxy novel. However, that only takes about about 80 pages of a 290 page book; by my math thats a hair over a quarter, which is a little underwhelming. It’s clear the goal was to take whatever the raw material looked like and edit it into something reasonably coherent and readable, which it is. But even at the time, it felt like heavily-edited “grit-out-of-the-spigot” early drafts rather than an actual unfinished book, I’d be willing to bet a fiver that if Adams had lived to finish whatever that book turned into, none of the text here would have been in it. As more unfinished pieces have leaked out over the years, such as the excerpts in 42: The Wildly Improbable Ideas of Douglas Adams, it’s clear that there was a lot more than made it into Salmon, and while less “complete”, that other stuff was a lot more interesting. As an example, the excerpts from Salmon in 42 include some passages from one of the magazine articles collected here, except in the context of the novel instead of Adams himself on a trip? What’s the story there? Which came first? Which way did that recycling go? Both volumes are frustratingly silent.

It’s those non-novel parts that are actually good, though. That magazine article is casually one of the best bits of travel writing I’ve ever read, there’s some really insightful bits about computers and technology, a couple of jokes that I’ve been quoting for years having forgotten they weren’t in Hitchhiker proper. The organization, and the rushed nature of the compilation, make these frustrating, because there will be an absolutely killer paragraph on its own, with no context for where did this come from? Under what circumstances was this written? Similarly for the magazine articles, newspaper columns, excerpts from (I assume) his website; there’s no context or dates or backstory, the kinds of things you’d hope for in a collection like this. Most of them seem to date to “the 90s” from context clues, but it’s hard to say where exactly all these things fit in.

But mopst of what really makes the book so weird is how fundamentally weird Adams’ career itself was in the last decade of his life.

In a classic example of working for years to become an overnight success, Adams had a remarkably busy period from 1978–1984, which included (deep breath) two series of the Hitchhiker radio show, a revised script for the album version of the first series, a Doctor Who episode, a stint as Doctor Who’s script editor during which he wrote two more episodes—one of which was the single best episode of the old show—and heavily rewrote several others, the TV adaptation of Hitchhiker which was similar but not identical to the first radio series, the third Hitchhiker novel based (loosely) on a rejected pitch for yet another Doctor Who, and ending in 1984 with the near simultaneous release of the fourth Hitchhiker novel and the Infocom text adventure based on the first.

(In a lot of ways, HHGG makes more sense if you remember that it happened in the shadow of his work for Doctor Who, more than anything it functions as a satire of the older program, the Galaxy Quest to Who’s Star Trek, if you will. Ford is the Doctor if he just wanted to go to a party, Arthur is a Doctor Who companion who doesn’t want to be there and argues back, in the radio show at least, The Heart of Gold operates almost exactly like the Tardis. If you’ll forgive the reference, I’ve always found it improbable, that Hitchhiker found its greatest success in America at a time where Who was barely known.)

After all that, to steal a line from his own work, “he went into a bit of a decline.”

Somewhere in there he also became immensely rich, and it’s worth remembering for the rest of this story that somewhere in the very early 80s Adams crossed the line of “never needs to work again.”

Those last two projects in 1984 are worth spending an extra beat on. It’s not exactly a secret that Adams actually had very little to do with the Hitchhiker game other than the initial kickoff, and that the vast majority of the writing and the puzzles were Steve Meretzky doing an impeccable Adams impression. (See The Digital Antiquarian’s Douglas Adams, The Computerized Hitchhiker’s, and Hitchhiking the Galaxy Infocom-Style for more on how all that happened.)

Meanwhile, the novel So Long and Thanks for All The Fish kicks off what I think of his middle period. It’s not really a SF comedy, it’s a magical realism romance novel that just happens to star the main character from Hitchhiker. It wasn’t super well received. It’s also my personal favorite? You get the feeling that’s the sort of direction he wanted to move in, not just recycling the same riffs from a decade earlier. There’s a real sense of his growth as an author. It also ties up the Hitchhiker series with a perfect ending.

Then a couple of more things happen. Infocom had a contract for up to six Hitchhiker games, and they really, really wanted to make at least a second. Adams, however, had a different idea for a game, which resulted in Infocom’s loved-by-nobody Bureaucracy, which again, Adams largely had nothing to do with beyond the concept, with a different set of folks stepping in to finish the project. (Again, see Bureaucracy at The Digital Antiquarian for the gory details.)

Meanwhile, he had landed a two book deal for two “non-Hitchhiker books”, which resulted in the pair of Dirk Gently novels, of which exactly one of them is good.

The first, Dirk Gently’s Holistic Detective Agency, is probably his best novel. It reworks a couple of ideas from those late 70s Doctor Whos but remixed in interesting ways. The writing is just better, better characters, funnier, subtler jokes, a time-travel murder-mystery plot that clicks together like a swiss watch around a Samuel Coleridge poem and a sofa. It’s incredible.

The second Dirk Gently book, Long Dark Teatime of the Soul, is a terrible book, full stop, and I would describe it as one of the most angry, bitter, nihilistic books I’ve ever read, except I’ve also read Mostly Harmless, the final Hitchhiker book. Both of those books drip with the voice of an author that clearly really, really doesn’t want to be doing what he’s doing.

(I’m convinced Gaiman’s American Gods is a direct riposte to the bleak and depressing Teatime.)

The two Dirk books came out in ’87 and ’88, the only time he turned a book around that fast. (Pin that.) After wrapping up the Dirk contract, he went and wrote Last Chance to See, his best book period, out in 1990.

Which brings us back around to the book nominally at hand—Salmon of Doubt. The unfinished work published here claims to be a potential third Dirk novel, and frankly, it’s hard to believe that was ever seriously under consideration. Because, look, the Gently contract was for two books, neither of which did all that well. According to the intro of this compilation, the first files for Salmon date to ’93, and he clearly noodled on and around that for a decade. That book was never actually going to be finished. If there was desire for a 3rd Gently novel, they would have sat him down and forced him to finish it in ’94. Instead, they locked him in a room and got Mostly Harmless.

There’s a longstanding rumor that Mostly Harmless was largely ghostwritten, and it’s hard to argue. It’s very different from his other works, mean, bad-tempered, vicious towards its characters in a way his other works aren’t. Except it has a lot in common with Bureaucracy which was largely finished by someone else. And, it has to be said, both of those have a very similar voice to the equally mean and bad-tempered Teatime. This gets extra suspicious when you consider the unprecedented-for-him turnaround time on Teatime. It’s hard to know how much stock to put into that rumor mill, since Adams didn’t write anything after that we can compare them to—except Last Chance which is in a completely different mood and in the same style as his earlier, better work. Late period style or ghostwriter? The only person alive who still knows hasn’t piped up on the subject.

Personally? I’m inclined to believe that Dirk Gently’s Holistic Detective Agency was the last novel he wrote on his own, and that his contributions to both Teatime and Mostly Harmless were a sketch of an outline and some jokes. Which all, frankly, makes his work—or approximation thereof—over the course of the 90s even stranger.

In one of the great moments of synchronicity, while I was working on this, the Digital Antiquarian published a piece on Adams’ late period, and specifically the absolute mess of the Starship Titanic computer game, so rather than me covering the same ground, you should pause here and go read The Later Years of Douglas Adams. But the upshot is he spent a lot of time doing not very much of anything, and spawning at least two projects pawned off on others to finish.

After the garbage fire of Starship Titanic and then the strangely prescient h2g2—which mostly failed when it choked out on the the reams of unreadable prose that resulted from a horde of fans trying and failing to write wikipedia in the style of Adams’ guide entries—there was a distinct vibe shift. Whereas interviews with him in the mid 90s tended to have him say things like “I accidentally wrote a best-selling novel” and indicate a general dislike of novel writing as a profession, there seemed to be a thaw, a sense that maybe after a decade-plus resenting his found career, maybe he was ready to accept it and lean back in.

And then he died in the gym at 49.

One of the many maddening things about his death is that we never got to see what his late style would have looked like. His last two good books provide a hint of where he was heading.

And that’s the real value of Salmon of Doubt—the theoretical novel contained within would never have been finished in that form, the rest of the content is largely comprised of articles or blog posts or other trivialities, but it’s the only glimpse of what “Late Adams” would have looked like that we’ll ever get.

As a point of comparison, let continue getting side-tracked and talk about the guy who succeeded Adams as “the satirical genre writer beloved by nerds,” Terry Pratchett. Pratchett started writing novels about the same time Adams did, but as the saying goes, put the amount of energy into writing books that Adams spent avoiding writing them. He also, you know, lived longer, despite also dying younger than he should have. Even if we just scope down to Discworld, Pratchett wrote 40 novels, 28 of which were while Adams was also alive and working. Good Omens, his collaboration with Neil Gaiman, which is Discworld-adjacent at least, came out in 1990, and serves as a useful piece of temporal geography; that book is solidly still operating in “inspired by Douglas Adams” territory, and Pratchett wasn’t yet Terry Pratchett, beloved icon. But somewhere around there at the turn of the decade is where he stops writing comedy fantasy and starts writing satirical masterpieces. “What’s the first truly great Discworld novel?” is the sort of unanswerable question the old web thrived on, despite the fact that the answer is clearly Guards! Guards! from ’89. But the point here is that was book 8 after a decade of constant writing. And thats still a long way away from Going Postal or The Wee Free Men. We never got to see what a “Douglas Adams 8th Novel” looked like, much less a 33rd.

What got me thinking about this was I saw a discussion recently about whom of Adams or Pratchett were the better writer. And again, this is a weird comparison, because Pratchett had a late period that Adams never had. Personally, I think there’s very little Pratchett that’s as good as Adams at his peak, but Pratchett wrote ten times the number of novels Adams did and lived twenty years longer. Yes, Pratchett’s 21st century late period books are probably better than Adam’s early 80s work, but we never got to see what Adams would have done at the same age.

(Of course the real answer is: they’re both great, but PG Wodehouse was better than both of them.)

And this is the underlying frustration of Salmon and the Late Adams that never happened. There’s these little glimpses of what could have been, career paths he didn’t take. It not that hard to imagine a version of Hitchhiker that worked liked Discworld did, picking up new characters and side-series but always just rolling along, a way for the author to knock out a book every year where Arthur Dent encountered whatever Adams was thinking about, where Adams didn’t try to tie it off twice. Or where Adams went the Asimov route and left fiction behind to write thoughtful explanatory non-fiction in the style of Last Chance.

Instead all we have is this. It’s scraps. but scraps I’m grateful for.


This is where I put a horizontal line and shift gears dramatically. Something I’ve wondered with increasing frequency over the last decade is who Adams would have turned into. I wonder this, because it’s hard to miss that nearly everybody in Adams’ orbit has turned into a giant asshole. The living non-Eric Ide Pythons, Dawkins and the whole New Atheist movement, the broader 90s Skeptic/Humanist/“Bright” folks all went mask-off the last few years. Even the guy who took over the math puzzles column in Scientific American from Martin Gardner now has a podcast where he rails against “wokeists” and vomits out transphobia. Hell, as I write this, Neil Gaiman, who wrote the definitive biography of Adams and whose first novel was a blatant Adams pastiche, has turned out to be “problematic” at best.

There’s something of a meme in the broader fanbase that it’s a strange relief that Adams died before we found out if he was going to go full racist TERF like all of his friends. I want to believe he wouldn’t, but then I think about the casual viscousness with which Adams slaughtered off Arthur Dent in Mostly Harmless—the beloved character who made him famous and rich—and remember why I hope those rumors about ghostwriters are true.

The New Atheists always kind of bugged me for reasons it took me a long time to articulate; I was going to put a longer bit on that theme here, but this piece continues to be proof that if you let something sit in your drafts folder long enough someone else will knock out an article covering the parts you haven’t written yet, and as such The Defector had an absolutely dead-on piece on that whole movement a month or so ago: The Ghosts Of New Atheism Still Haunt Us. Adams goes (mercifully) unmentioned, but recall Dawkins met his wife—Doctor Who’s Romana II herself, Lalla Ward!—after Adams introduced the two of them at a party Adams was hosting, and Adams was a huge sloppy fan of Dawkins and his work.

I bring all this up here and now because one of the pieces in Salmon of Doubt is an interview of Adams by the “American Atheist”, credited to The American Atheist 37, No. 1 which in keeping with Salmon’s poor organization isn’t dated, but a little digging on the web reveals to be the Winter 1998–1999 issue.

It’s incredible, because the questions the person interviewing ask him just don’t compute with Adams. Adams can’t even engage on the world-view the American Atheists have. I’m going to quote the best exchange here:

AMERICAN ATHEISTS: Have you faced any obstacles in your professional life because of your Atheism (bigotry against Atheists), and how did you handle it? How often does this happen?

DNA: Not even remotely. It's an inconceivable idea.

One can easily imagine, and by “imagine” I mean “remember”, other figures from that movement going on and on about how poorly society treats atheists, and instead here Adams just responds with blank incomprehension. Elsewhere in the interview he dismissed their disconnect as a difference between the US and the UK, which is both blatantly a lie but also demonstrates the sort of kindness and empathy one doesn’t expect from the New Atheists. Every response Adams gives has the air of him thinking “what in the world is wrong with you?”

And, here in the twenties, that was my takeaway from reading Salmon again. It’s a book bursting with empathy, kindness, and a fundamentally optimistic take on the absurd world we find ourselves in. A guy too excited about how great things could be to rant about how stupid they are (or, indeed, to put the work into getting there.) A book full of things written by, fundamentally, one of the good guys.

If Adams had lived, I’m pretty sure three things would be true. First, there’d be a rumor every year this this was the year he was finally going to finish a script for the new Doctor Who show despite the fact that this never actually ends up happening. Second, that we never would have been able to buy a completed Salmon of Doubt. Third, I’m pretty sure he wouldn’t be on twitter asking people to define “a woman.”

In other words: Don't Panic.

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Gabriel L. Helman Gabriel L. Helman

Friday night linkblog, classic talk show edition

I found this while looking for the Hitchhiker clip I linked in this morning’s piece: Douglas Adams on Letterman, 1985..

He’s promoting So Long and Thanks for all the Fish, and tells the story about the biscuits.

Adams is… not a great talk show guest, actually? And Letterman clearly doesn’t get it, for several values of ”it”, but is game to play along.

It’s pretty great! My whole adolescence, rolled into one clip.

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Gabriel L. Helman Gabriel L. Helman

Happy Towel Day!

“Listen, it’s a tough universe!  Theres all sorts of people and things trying to do you, kill you, rip you off, everything!  If you’re going to survive out there, you’ve really got to know where your towel is.”

—Ford Prefect

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