Something
I’ve been hearing and reading a lot with regards to games like
Traveller and Alien, is the term retro-future, referencing the
apparently dated vision of a future technology based on that of the
70s and 80s, treating it as an aesthetic and part of the charm of the
setting.
I’d like to suggest that this is a mistake, and that the clunky
looking technology seen in the films of that time are a fairly good
representation of what I think spacefaring technology does, and still
will look like.
Compared with that of the recent past—and I’m old enough to
consider the 70s and 80s to be recent past—modern tech is sleek,
elegant, sophisticated, and even fashionable. This is consumer
technology. Industrial technology looks a little different. Compare
consumer technology to the technology in, for example, the
International Space Station. Check out some pictures. Baring the odd
laptop, there’s not much there that wouldn’t look at home on the
Nostromo. And the space capsule still in use to ferry astronauts and
supplies, as well as to provide a means of escape? The Russian,
formerly Soviet, Soyuz capsule has been in use for more than forty
years, with not a great deal of change—and for very good reason.
The more sophisticated your technology, the more there is to go
wrong, the easier it is to break, and the harder it is fix.
In space—and it really doesn’t matter what scale of space we
are talking about, be that orbital, interplanetary, or
interstellar—you will always be a long way from help, even a long
way from just calling for help. If you run into a problem, help is
very unlikely to get to you in time, so either you find a way to
solve the problem yourself or you die. Space is unforgiving that way.
The upshot of this is, of course, that the technology you depend
upon needs to be robust, reliable, and repairable. Efficiency is a
bonus but only that, the three Rs of of spacefaring trump all other
design considerations.
Strictly, the 3R design mantra should be considered extensive. It
is not just that you need to be able to repair as much as possible,
from your engines through to the electronics that govern life
support, or the motherboards of your computers. You can no more call
up a software engineer in deep space than you can an electrician, so
software must also meet these requirements—and this includes
operating systems. In Alien, this is not quite the case with their
shipboard AI systems but for other games, I would certainly apply the
principle.
The tech of the original Alien films does a good job of getting it
right. And for that, I’ll forgive them their other sins of gravity
and trans-light travel.