PART 2
Drugs: The Substances of Designer Reality
Chapter 5
Seeing is Beholding
Terence McKenna - considered by many the successor to Tim Leary's psychedelic dynasty - couldn't make it to Big Heart City Friday night for the elder's party. The bearded, lanky, forty-somethingish Irishman was deep into a Macintosh file, putting the finishing touches on his latest manuscript about the use of mind-altering plants by ancient cultures. But by Saturday morning he was ready to descend from his small mountaintop ranch house to talk about the virtual reality that has his fans so excited.
We're backstage with McKenna at a rave where he'll be speaking about drugs, consciousness, and the end of time. The luckiest of friends and mentees hang out with him in his dressing room as he prepares to go on.
"VR really is like a trip", one boy offers McKenna in the hopes of launching into him one of his lyrical diatribes. Terence ponders a moment and then he's off, sounding like a Celtic bard.
"I link virtual reality to psychedelic drugs because I think that if you look at the evolution of organism and self-expression and language, language is seen to be some kind of process that actually tends toward the visible.'' McKenna strings his thoughts together into a breathless oral continuum. "The small mouth-noise way of communicating is highly provisional; we may be moving toward an environment of language that is beheld rather than heard."
Still, assembled admirers hang on McKenna's every word, as if each syllable were leaving a hallucinatory aftervision on the adrenal cortex. They too dream of a Cyberia around the corner, and virtual reality is the closest simulation of a what a world free of time, location, or even a personal identity might look like. Psychedleics and VR are both ways of creating a new, nonlinear reality, where self-expression is a community event.
''You mean like ESP?''
Terence never corrects anyone – he only interpolates their responses. ''This would be like a kind of telepathy, but it would be much more than that: A world of visible language is a world where the individual doesn't really exist in the same way that the print-created world sanctions what we call `point of view.' That's really what an ego is: it's a consistently defined point of view within a context of narrative. Well, if you replace the idea that life is a narrative with the idea that life is a vision, then you displace the linear progression of events. I think this is technically within reach.''
To Terence, the invention of virtual reality, like the resurgence of psychoactive drugs, serves as a kind of technological philosopher's stone, bringing an inkling of the future reality into the present. It's both a hint from our hyperdimensional future and an active, creative effort by cyberians to reach that future.
''I like the concept of the philosopher's stone. The next messiah might be a machine rather than a person. The philosopher's stone is a living stone. It is being made. We are making it. We are like tunnelers drilling toward something. The overmind is drilling toward us, and we are drilling toward it. And when we meet, there will be an enormous revelation of the true nature of being. I think every person who takes five or six grams of psilocybin mushrooms in silent darkness is probably on a par with Christ and Buddha, at least in terms of the input.''
So, according to McKenna, the psychedelic vision provides a glimpse of the truth cyberians are yearning for. But have psychedelics and virtual reality really come to us as a philosopher's stone, or is it simply that our philosopher's stoned?
Morphogenetic Fields Forever
Cyberians share a psychedelic common ground. To them, drugs are not simply a recreational escape but a conscious and sometimes daring foray into new possible realities. Psychedelics give them access to what McKenna is calling the overmind and what we call Cyberia. However stoned they might be when they get there, psychedelic explorers are convinced that they are experiencing something real, and bringing back something useful for themselves and the rest of us.
Psychedelic exploration, however personal, is thought to benefit more than the sole explorer. Each tripper believes he is opening the door between humanity and hyperspace a little wider. The few cyberians who haven't taken psychedelics still feel they have personally experienced and integrated the psychedelic vision through the trips of others, and value the role of these chemicals in the overall development of Cyberia. It is as if each psychedelic journey completes another piece of a universal puzzle.
But, even though they have a vast computer net and communications infrastructure at their disposal, psychedelic cyberians need not communicate their findings so directly. Rather, they believe they are each sharing and benefiting from a collective experience. As we'll see, one of the most common realizations of the psychedelic trip is that ''all is one.'' At the euphoric peak of a trip, all people, particles, personalities, and planets are seen as part of one great entity or reality – one big fractal.
It may have been that realization that led Cambridge biologist Rupert Sheldrake to develop his theory of morphogenetic fields, now common knowledge to most cyberians. From morph, meaning ''forms,'' and genesis, meaning "birth,'' these fields are a kind of cumulative record of the past behaviors of species, groups, and even molecules, so that one member of a set can learn from the experience of all the others.
A failed animal-behavior test is still one of the best proofs of Sheldrake's idea. Scientists were attempting to determine if learned skills could be passed on from parents to children genetically. They taught adult mice how to go through a certain maze, then taught their offspring, and their offspring, and so on for twenty years and fifty generations of mice. Indeed, the descendants of the taught mice knew how to get through the maze very quickly without instruction, but so did the descendants of the control group, who had never seen the maze at all! Later, a scientist decided to repeat this experiment on a different continent with the same mouse species, but they already knew how to go through the maze, too! As explained by morphic resonance, the traits need not have been passed on genetically. The information leak was due not to bad experimental procedure but to the morphogenetic field, which stored the experience of the earlier mice from which all subsequent mice could benefit.
Similarly, if scientists are developing a new crystalline structure, it may take years to ''coax'' atoms to form the specific crystal. But once the crystal is developed in one laboratory, it can be created instantly in any other laboratory in the world. According to Sheldrake, this is because, like the mice, the atoms are all "connected'' to one another through morphogenetic fields, and they ''learn'' from the experiences of other atoms.
Sheldrake's picture of reality is a vast fractal of resonating fields. Everything, no matter how small, is constantly affecting everything else. If the tiniest detail in a fractal pattern echoes the overall design of the entire fractal, then a change to (or the experience of) this remote piece changes the overall picture (through the principles of feedback and iteration). Echoing the realizations of his best friends, Ralph Abraham and Terence McKenna, Sheldrake is the third member of the famous ''Trialogues'' at Esalen, where the three elder statesmen (by cyberian standards) discuss onstage the ongoing unfolding of reality before captivated audiences of cyberians. These men are, quite consciously, putting into practice the idea of morphogenetic fields. Even if these Trialogues were held in private (as they were for years), Cyberia as a whole would benefit from the intellectual developments. By pioneering the new "headspace,'' the three men leave their own legacy through morphic resonance, if not direct communication through their publishing, lectures, or media events.