And Silverberg knows very well that the kids are still out there, and that the virus still spreads. He can feel their hot little hands reaching out plaintively in the dark. And he's willing, with a very genuine magnanimity, to help these sufferers out. Just as he himself was helped by an earlier SF generation, by Mr. Kornbluth, and Mr. Knight, and Mr. and Mrs. Kuttner, and all those other rad folks with names full of consonants.
Silverberg explains his motives clearly, early on. Then he discusses his qualifications to teach the SF craft. He mentions his many awards, his fine reviews, his length of service in the SF field, and, especially, his success at earning a living. It's a very down-home, pragmatic argument, with an aw-shucks, workin'-guy, just-folks attitude very typical of the American SF milieu. Silverberg doesn't claim superior knowledge of writerly principle (as he might well). He doesn't openly pose as a theorist or ideologue, but as a modest craftsman, offering rules of thumb.
I certainly don't scorn this offer, but I do wonder at it. Such modesty may well seem laudable, but its unspoken implications are unsettling. It seems to show an unwillingness to tackle SF's basic roots, to establish a solid conceptual grounding. SF remains pitchforked mercury, jelly nailed to a tree; there are ways to strain a living out of this ichor, but very few solid islands of theory.
Silverberg's proffered definition of science fiction shows the gooeyness immediately. The definition is rather long, and comes in four points:
1. An underlying speculative concept, systematically developed in a way that amounts to an exploration of the consequences of allowing such a departure from known reality to impinge on the universe as we know it.
2. An awareness by the writer of the structural underpinnings (the "body of scientific knowledge") of our known reality, as it is currently understood, so that the speculative aspects of the story are founded on conscious and thoughtful departures from those underpinnings rather than on blithe ignorance.
3. Imposition by the writer of a sense of limitations somewhere in the assumptions of the story ...
4. A subliminal knowledge of the feel and texture of true science fiction, as defined in a circular and subjective way from long acquaintance with it.
SF is notoriously hard to define, and this attempt seems about as good as anyone else's, so far. Hard thinking went into it, and it deserves attention. Yet point four is pure tautology. It is the Damon Knight dictum of "SF is what I point at when I say `SF,'" which is very true indeed. But this can't conceal deep conceptual difficulties.
Here is Silverberg defining a "Story." "A story is a machine that enlightens: a little ticking contrivance ... It is a pocket universe ... It is an exercise in vicarious experience ... It is a ritual of exorcism and purgation. It is a set of patterns and formulas. It is a verbal object, an incantation made up of rhythms and sounds."
Very fluent, very nice. But: "A science fiction story is all those things at once, and something more." Oh? What is this "something more?" And why does it take second billing to the standard functions of a generalized "story?"
How can we be certain that "SF" is not, in fact, something basically alien to "Story-telling?" "Science fiction is a branch of fantasy," Silverberg asserts, finding us a cozy spot under the sheltering tree of Literature. Yet how do we really know that SF is a "branch" at all?
The alternative would be to state that science fiction is not a true kind of "fiction" at all, but something genuinely monstrous. Something that limps and heaves and convulses, without real antecedents, in a conceptual no-man's land. Silverberg would not like to think this; but he never genuinely refutes it.
Yet there is striking evidence of it, even in _Worlds of Wonder_ itself. Silverberg refers to "antediluvian SF magazines, such as _Science_ Wonder Stories from 1929 and _Amazing Stories_ from 1932 . . . The primitive technique of many of the authors didn't include such frills as the ability to create characters or write dialogue ... [T]he editors of the early science fiction magazines had found it necessary to rely on hobbyists with humpty-dumpty narrative skills; the true storytellers were off writing for the other pulp magazines, knocking out westerns or adventure tales with half the effort for twice the pay."
A nicely dismissive turn of phrase. But notice how we confront, even in very early genre history, two distinct castes of writer. We have the "real storytellers," pulling down heavy bread writing westerns, and "humpty-dumpty hobbyists" writing this weird-ass stuff that doesn't even have real dialogue in it. A further impudent question suggests itself: if these "storytellers" were so "real," how come they're not still writing successfully today for _Argosy_ and _Spicy Stories_ and _Aryan Atrocity Adventure_? How come, among the former plethora of pulp fiction magazines, the science fiction zines still survive? Did the "storytellers" somehow ride in off the range to rescue Humpty Dumpty? If so, why couldn't they protect their own herd?
What does "science fiction" really owe to "fiction," anyway? This conceptual difficulty will simply not go away, ladies and gentlemen. It is a cognitive dissonance at the heart of our genre. Here is John Kessel, suffering the ideological itch, Eighties version, in _SF Eye_ #1:
"Plot, character and style are not mere icing . . . Any fiction that conceives of itself as a vehicle for something called `ideas' that can be inserted into and taken out of the story like a passenger in a Toyota is doomed, in my perhaps staid and outmoded opinion, to a very low level of achievement."
A "low level of achievement." Not even Humpty Dumpty really wants this. But what is the "passenger," and what are the "frills?" Is it the "storytelling," or is it the "something more?" Kessel hits a nerve when he demands, "What do you mean by an `idea' anyway?" What a difficult question this is!
The craft of storytelling has been explored for many centuries, in many cultures. Blish called it "a huge body of available technique," and angrily demanded its full use within SF. And in _Worlds of Wonder_, Silverberg does his level best lo convey the basic mechanics. Definitions fly, helpful hints abound. A story is "the working out of a conflict." A story "has to be built around a pattern of oppositions." Storytelling can be summed up in a three-word formula: "purpose, passion, perception." And on and on.
But where are we to find the craft of the "something more"? What in hell *is* the "something more"? "Ideas" hardly begins to describe it. Is it "wonder"? Is it "transcendence"? Is it "visionary drive," or "conceptual novelty," or even "cosmic fear"? Here is Silverberg, at the very end of his book:
"It was that exhilaration and excitement that drew us to science fiction in the first place, almost invariably when we were very young; it was for the sake of that exhilaration and excitement that we took up the writing of it, and it was to facilitate the expression of our visions and fantasies that we devoted ourselves with such zeal to the study of the art and craft of writing."
Very well put, but the dichotomy lurches up again. The art and craft of writing *what*, exactly? In this paragraph, the "visions and fantasies" briefly seize the driver's seat of the Kessel Toyota. But they soon dissipate into phantoms again. Because they are so ill-defined, so mercurial, so desperately lacking in basic conceptual soundness. They are our stock in trade, our raison d'etre, and we still don't know what to make of them.
_Worlds of Wonder_ may well be the best book ever published about the craft of science fiction. Silverberg works nobly, and he deserves great credit. The unspoken pain that lies beneath the surface of his book is something with which the genre has never successfully come to terms. The argument is as fresh today as it was in the days of _Science Wonder Stories_.