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It's official--Icarus is
over
Sometime around the late 80's,
I was thinking: what if there was a virtual reality environment that people
stayed in so long, they forgot all about the real world? And what if the
story was told from within the virtual environment, where literally anything
is possible, and the most outrageous miracles are accepted as natural?
Until something happens that drives someone to discover the truth...leading
up to the dramatic "wake-up" scene in the life-support coffin!
I let this story sit for years,
fleshing out characters and setting whenever ideas occured to me. Then,
in the late 90's, the Wachowski Brothers came along and STOLE my wake-up
scene! And they added the whole element of the people being prisoners
in virtual reality, which added a lot more action and exitement than I
had imagined. They had taken my idea, and worse yet, done something great
with it! (Sure they blew it in Matrix Revolutions, but that's neither
here nor there.)
The smart thing to do would
have been to let it go. Instead, I decided the time had come to tell the
story of Icarus, despite the fact that virtual reality had become a common
theme. Movies like The Matrix, The 13th Floor, and Vanilla Sky
would make it nigh-impossible to keep my audience from guessing that it
was all just virtual reality, but damn the torpedoes! Nobody has delved
into the issues of consciousness and our relationship with our bodies
that virtual reality raises--that can be what sets my story apart!
Well...I've enjoyed it, and
gotten some good practice out if it, but even I have to acknowledge that
I haven't touched it in six months. The time has come to officially hang
it up. I really, really hate to leave any project unfinished, but at this
rate it's going to take me ten years to finish, and I just can't afford
the time and energy it requires.
Plus, in the scant 6 episodes
I managed to create, I couldn't stay fixed on any direction. Just about
the time I finished episode 1, I became enamored with the European varieties
of sci-fi that feed the very fabric of reality into the speculative mill,
and offer no explanation for the wondrous spectacles that result. (So
much more enjoyable that the crew of the Enterprise endlessly re-routing
power from the dilithium crystals to the forward bimblethruster to make
a temporary particle-engorger! Aaarrgghh!) I felt Icarus 1 worked great
as a pure reality-bender. I was tempted to abandon the virtual reality
idea--which may have been the best way to keep the story relevant for
a post-Matrix audience--but no, I mulishly stuck to my original story
in all its deflated glory. Too bad. After episode 6, I thought about wrapping
the whole thing up with one final episode, going back to the reality-bender
theme. But Episode 6 is where we finally get concrete clues that it is
virtual reality! Sigh. In the intervening episodes I got fixated on action,
which I do in a somewhat outdated style, instead of my lofty setting-apart
themes of consciousness. Not to mention it was taking me months to complete
a meager 8-10 pages. The readers I heard from seemed to enjoy it, but
I felt a certain pressure to crank the episodes out faster, or at a quality
that was worth the wait. Well, I couldn't quite do either one, or settle
on what kind of story it really was. So I think it's best to focus on
other things for now.
For anyone who's dying to
know how it was all going to turn out, send me an email and I'll tell
you all about it. (For anyone who'se read The Rogues of GranBreca,
it's essentially the same story, with arguably the same characters.)
Maybe I'll pick it up again
someday (I'm thinking it might work better as an animated film--an even
MORE labor-intensive format). More likely, elements of the story and setting
will show up in other projects down the road. Thanks to everyone who read
it, and my apologies for leaving you hanging. I would like to think that
in its unfinished state, Icarus can resonate as a virtual reality
story, a nanotech world, a mysterious alternate reality, or whatever kind
of story the imaginative reader wants it to be.
Neal Skorpen
2-11-04
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