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7In 1953, Creator/IsaacAsimov published an article titled "Social Science Fiction" in ''Modern Science Fiction''. In that article, he stated that every science fiction plot ultimately falls into one of three categories: Gadget, Adventure, or Social.
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9* ''Gadget'': The focus of the story is the invention itself: How it comes to be invented, how it works, and/or what it is used for. The invention is the end result of the plot.
10* ''Adventure'': The invention is used as a dramatic prop. It may be the solution to a problem, or it may be causing the problem itself, but the main focus is on the caper and how the invention's presence helps or hinders it.
11* ''Social'': The focus of the story is on how the presence of the invention affects people's daily lives, whether for good or for ill. The chief distinction between this and the other two types is that the presence of the invention influences the plot rather than causing it or being the goal.
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13To demonstrate what he meant by each, he used the example of three different late nineteenth century authors all being inspired to write new stories about the automobile, each going in one of three directions:
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15-> Writer X spends most of his time describing how the machine would run, explaining the workings of an internal-combustion engine, painting a word-picture of the struggles of the inventor, who after numerous failures, comes up with a successful model. The climax of the yarn is the drama of the machine, chugging its way along at the gigantic speed of twenty miles an hour, possibly beating a horse and carriage which have been challenged to a race. This is '''gadget''' science fiction. (Asimov, "Social Science Fiction")
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17-> Writer Y invents the automobile in a hurry, but now there is a gang of ruthless crooks intent on stealing this valuable invention. First they steal the [[MadScientistsBeautifulDaughter inventor's beautiful daughter]], whom they threaten with every dire eventuality but rape (in these adventure stories, girls exist to be rescued and have no other uses). The inventor's young assistant goes to the rescue. He can accomplish his purpose only by the use of the newly perfected automobile. He dashes into the desert at an unheard-of speed of twenty miles an hour to pick up the girl who otherwise would have died of thirst if he had relied on a horse, however rapid and sustained the horse's gallop. This is '''adventure''' science fiction. (ibid.)
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19-> Writer Z has the automobile already perfected. A society exists in which it is already a problem. Because of the automobile, a gigantic oil industry has grown up, highways have been paved across the nation, America has become a land of travelers, cities have spread into the suburbs--and what do we do about automobile accidents? Men, women, and children are being killed by automobiles faster than by artillery shells or airplane bombs. What can be done? What is the solution? This is '''social''' science fiction. (ibid.)
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21Or, to paraphrase it briefly:
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23-> Gadget sci-fi: Man invents car, holds lecture on how it works.\
24Adventure sci-fi: Man invents car, gets into a car chase with a villain.\
25Social sci fi: Man invents car, gets stuck in traffic in the suburbs.
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27Prior to the rise of Creator/JohnWCampbell and his ''[[Magazine/{{Analog}} Astounding Stories]]'', the vast majority of science fiction fell under either Gadget or Adventure science fiction, with most of the characters being flat and stereotyped (though there were a few exceptions). Campbell wanted good ''stories'', not merely good ''science''; he wanted people to write science fiction that could stand on its own literary merits and seriously examine the consequences of technology on future society. His philosophy influenced authors such as Asimov and Creator/RobertAHeinlein. Asimov, Heinlein, and a few others in turn influenced NewWaveScienceFiction of the 1960s and 70s, which leaned ''heavily''--some might say almost exclusively--into the Social (Creator/HarlanEllison, Creator/FrankHerbert, and Creator/UrsulaKLeGuin being the most prominent examples).
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29Most modern science fiction stories do not exist exclusively in any one category; they have elements of all three present to some degree or another. However, many clearly place more weight on one emphasis than the other two.
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31Note that this is ''not'' SlidingScale/MohsScaleOfScienceFictionHardness. That is a measure of how closely a premise sticks to real-world scientific theories; Asimov's scale categorizes a story on how it uses that premise, wherever it may fall on the scale.[[note]]Confusing the issue further is the fact that sociology and psychology are often referred to as "soft sciences", that is, sciences that build models based on statistical consensus rather than underlying mechanisms or strict mathematical laws. A work with a social focus can have a very "hard" (realistic) treatment of soft science, and vice-versa.[[/note]] Do not confuse this with Asimov's Three Laws of Robotics either.
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33SociallyScoredSociety, {{Cyberpunk}}, and {{PostCyberpunk}} stories are defined by their focus on the exploration of society through the lens of sci-fi.
34----
35!!Examples:
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37[[foldercontrol]]
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39[[folder:Anime & Manga]]
40* ''Manga/{{Akira}}'''s category is Adventure by virtue of being fairly character-centric and more about stopping a super-powered kid with a broken psyche and a penchant for mass destruction. How does the kid get the ability to ravage New Tokyo? He's a test subject of the eponymous project, which aims at granting PsychicPowers to humans through GoalOrientedEvolution.
41* ''Anime/PsychoPass'' is the Social type and the invention is the Sybil System, which instantaneously analyses a person's psychological profile and [[{{Thoughtcrime}} calculates the likelihood of that person committing a crime]]. Then any threat to society is dealt with by the Public Safety Bureau. The anime's CentralTheme is whether the Sybil System and the Bureau [[UtopiaJustifiesTheMeans are worth their cost]], since they rob people of their freedom, privacy, and security, and the former can be as narrow-minded and bigoted as the humans programming it.
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44[[folder:Fan Works]]
45* In the setting of ''Fanfic/{{Paradoxus}}'', there are two ways to travel through time -- magically, which is incredibly difficult and requires the approval of demigod-like entities, and scientifically, which was created with the express purpose of circumventing the limitations of the former. Trisha and Tecna are the masterminds behind the scientific marvel that is the ''Nimbus'' spaceship. Some paragraphs are spent mentioning that it's Trisha who comes up and computes all of the calculations required to send the ship back in time, while it's Tecna who designs the spacecraft. The reason for such a ginormous effort is to solve a problem: Bloom and Stella have died and the Magix Dimension is in shambles thanks to the Burning Legion, so by preventing the two powerful fairies' deaths, they are expecting to improve the situation. By the time the plot proper starts, the ''Nimbus'' is just getting its finishing touches, so it's not a Gadget-type of story. Neither it's a Social-type since it's a military grade-only technology not available to the wider public nor used more than once.
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48[[folder:Films -- Animation]]
49* ''WesternAnimation/HelpImAFish'': One of Professor [=MacKrill's=] WeirdScience inventions is a potion that turns people into fish. [=MacKrill's=] lack of safety measures gives a curious little girl easy access to it. This forces her big brother and cousin to use the very same potion to retrieve the antidote from the depths of the ocean. Therefore, it's categorized as an Adventure kind of sci-fi story.
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52[[folder:Films -- Live-Action]]
53* ''Film/SmokeyAndTheBandit'' delves into the hypothetical social implications of citizen-band radio, a recently invented real-life technology. In the film, [=CB=] radio finds itself being used for crime, law enforcement, entrapment, and social resistance. It also gets a whole community revolving around it.
54* ''Film/TheTrumanShow'' ranks in the Adventure category. The invention is an environment-mimicking dome that hosts a small town-scaled filming set. How it came to be is never explained, just that it exists TwentyMinutesIntoTheFuture and is used to trick a person into believing his life is real when, in truth, it's a staged RealityShow. The movie doesn't make a point of how the existence of such advanced biodomes would impact society nor how much of a CrapsackWorld it must be to allow such an immoral show to be produced. Instead, it focuses on the titular character's journey of realizing his life is a simulation and escaping from it.
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57[[folder:Literature]]
58[[AC:Examples by author:]]
59* Creator/IsaacAsimov himself has written stories of all three types of science fiction.
60** Played with in his iconic ''Literature/FoundationSeries'': FictionalFieldOfScience Psychohistory is created to prevent the Galactic Empire's fall. Unfortunately, it's already beyond salvation. Barring a brief encounter while TheChessmaster Hari Seldon is still alive, the specifics of Psychohistory are not elaborated upon until the very end of the saga. Meanwhile, the plot revolves around the Foundation which is created by Seldon as the seed for a new, more solid Galactic Empire, and how it's manipulated from the shadows by Seldon's pupils to ensure it succeeds. So, the focus is largely on social conflicts but not ones that are caused by the "invention". Instead, Psychohistory is used to solve said problems, even if it has to provoke some of them to ensure the survival of the Foundation.
61** In ''Literature/TheGodsThemselves'', the characters discuss a trans-dimensional reactor that supplies the energy needs of at least humankind and an alien race, each inhabiting their own universe. The extensive conversation allows the reader to learn the intricacies and dire, long-term, unintended consequences of the use of such technology. The reactor exploits the (fictional) isobar exchange, where two identical substances can be swapped between two parallel universes to generate energy -- the problem is that it causes one of the universes to approach its heat death sooner.
62** In his collection ''Literature/IRobot'', the Three Laws of Robotics are the invention in question -- the series starts detailing how the Laws are invented as well as their kinks, then moves on to some adventure stories relying on the Laws, and ends up with social science fiction about the impact of ThreeLawsCompliant AI on society, setting up his ''Literature/RobotSeries'' novels.
63* All sci-fi written by Creator/WilliamGibson (i.e., ''Literature/SprawlTrilogy'', ''Literature/BridgeTrilogy'', ''Literature/BigendBooks'', and the [[Literature/ThePeripheral "Jackpot"]] [[Literature/Agency2020 novels]]) falls squarely in the Social camp. While Gibson does his best to research his contemporary technology, he has stated many times that he is neither interested in its nitty-gritty nor in ''predicting'' the future. Instead, his focus is on how technological progress affects the present, reflected in his imagined futures to highlight what he perceives as the most important. This focus on humanity is what gives his books a timeless quality despite the [[TechnologyMarchesOn tech in them always marching on]] and makes them time capsules of the concerns of the respective decades when they were written (''Sprawl'' in TheEighties, ''Bridge'' in TheNineties, Bigend [[TurnOfTheMillennium after 9/11]], and ''Jackpot'' in TheNewTens).
64* The majority of Creator/JulesVerne's books explore the mechanics and social implications of technology, often concluding that ScienceIsBad, and LuddWasRight. For example, ''Literature/TwentyThousandLeaguesUnderTheSea'' contains all three: the ''Nautilus'' is a technological marvel described in loving detail (some of which haven't stood the test of time, having been extrapolated from what was the cutting-edge of science), allowing the exploration of the seas more closely than any other method, and the implications of a rogue submariner running around sinking British ships in revenge for their colonial mishandlings.
65* Creator/JanuszZajdel is one of the premier examples of the so-called 'sociological fantasy', a Polish take on soft/social ScienceFiction. Arguably a Soviet Bloc equivalent of {{Cyberpunk}}, this genre used sci-fi trappings to discuss realities of life in societies inspired by CommieLand these writers lived in.
66[[AC:Examples by work:]]
67* ''Literature/TheAsteriskWar'' focuses on the social aspects of the "Starpulse Generation" (people born with magical abilities after an ApocalypseHow that nearly extinguished humanity). In the wake of superpowered individuals, the government believes keeping tight control is the best way to maintain a peaceful society -- not to mention a profitable one, since it's OneNationUnderCopyright -- and what better way to ensure that than by making the "Starpulse Generation" fight themselves to entertain the masses?
68* Long before Asimov spelled his essay, ''Literature/GulliversTravels'' was making a {{satire}} of the social impacts of the mind-blowing technology that makes FloatingContinent Laputa possible. In the third story about Laputa, its residents are revealed to be pretentious xenophobes who [[FeigningIntelligence feign intelligence]], waste money on useless gadgets, and oppress the people outside their city.
69* ''Literature/HaveSpaceSuitWillTravel'' establishes semi-CasualInterplanetaryTravel, and is a ripping good yarn, but has very loving descriptions of how the titular spacesuit works and why it works the way it does, combining Gadget (a technological marvel of a one-man spaceship) with Adventure (a SecretWar between hostile and benevolent alien races).
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72[[folder:Live-Action TV]]
73* ''Series/{{Arcadia}}'' is an example of the "social" category, where technology (and surveillance in particular) control the daily lives of the citizens of Arcadia to (nearly) the last detail. Stepping out of line in Arcadia is generally not advised, as the government will use technology to find out what you did and punish you accordingly.
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76[[folder:Roleplays]]
77* ''Roleplay/NexusGate'' is the story of how space travel (through the Jump Drive technology) turns a peaceful WorldOfFunnyAnimals into an expansionistic, colonialist saddled with space pirates. So, overall, it fits the Social type but since is a Roleplay, each roleplayer's individual stories can shift the classification to Gadget or Adventure.
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80[[folder:Tabletop Games]]
81* ''TabletopGame/Space1889'': The Gadget and Adventure types are well represented. In the sourcebooks, the new technologies are described in reasonable detail and the adventures are, well, adventures. The social effects of the inventions mentioned are small (such as the difficulty of keeping clothes in their proper places in zero-G) and Europeans treat the other planets as just other colonies. Instead, the historical conventions of the late Victorian Era are played straight.
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84[[folder:Video Games]]
85* ''VideoGame/AITheSomniumFiles'' is the Adventure type. The invention is the Psync Machine, which allows members of the police to dive into the dreams of uncooperative witnesses and suspects to uncover memories or information that they are consciously or subconsiously suppressing, allowing them to solve crimes and catch criminals. Pewter invented it prior to the start of the series, with little in the way of explanation as to how it works or what it was like to make it, and it is top secret, so it hasn't had much effect on society as a whole, disqualifying it from falling into the other two categories.
86* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' is an interesting example in that while science/technology is used to advance the plot/equip the player, the effect on society plays a far greater role: an IndustrialRevolution in what was previously a StandardFantasySetting (elves, dwarves, magic etc.) in MedievalStasis and the upsets this has caused: one kingdom stubbornly clings to magic and knights and is but a shadow of its former glory after a curb-stomp from machine-gun-wielding professional armies, dwarves don't like the idea of machines doing work for them, and of course the magic-using, forest-dwelling elves aren't thrilled that their homes are being clear-cut for coal. Technology doesn't have it entirely its own way, however: Due to science applying the laws of physics and magic breaking them, they can't be used in close proximity to one another.
87* ''VideoGame/SuperMarioSunshine'' falls under Adventure. Whatever unexplained technology [[spoiler: Bowser Jr.]] employs to disguise himself as a water-textured Mario (with occasional red eyes) is what causes the conflict -- Mario is accused of and falsely punished for vandalizing Isle Delfino. And it's the water BackpackCannon F.L.U.D.D. that solves the problem. The video game's plot is first about proving Mario's innocence then defeating the ones responsible and finally just exploring Isle Delfine at one's leisure.
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90[[folder:Western Animation]]
91* Much of ''WesternAnimation/{{Arcane}}'''s plot is driven by [[{{Magitek}} Hextech]]. The social conflict wedged by the life quality (the idyllic, wealthy Piltover versus the impoverished, polluted Zaun) and technology gap (clean steampunk vs. dangerous chemicals) predates the invention of Hextech, however, the latter's apparition is used to explore the former. For one, the Hexgates turn Piltover into a trading hub of a hitherto inconceivable scale, which showers the city with money and goodies that they don't even think to share with Zaun. Then, when Jayce and Viktor build Hextech-based tools that can frighteningly easily become weapons, the militaristic potential of Piltover suddenly rockets therefore making oppressing Zaun all the easier. All of that despite the two inventors wanting to use their technology to benefit as many people as possible. Eventually, this bites everyone in the ass, as the suffering provoked by Piltover and only festered by Zaun's more ruthless individuals ends up [[spoiler: triggering the civil war nearly everyone spends the first season trying to prevent]].
92* ''WesternAnimation/Ben10'' being a SpaceOpera, it falls squarely in the Adventure classification. KidHero Ben Tennyson stumbles onto the alien-originated Omnitrix, a device that allows him to turn into a roulette of aliens, each with their own unique set of superpowers. The exact inner workings of the Omnitrix are spoon-fed to the audience, though never completely revealed and the social implications of such technology are never even glanced at. What the series cares about is Ben fending off extraterrestrial bad guys and sometimes going galaxy-trekking.
93** Though the Omnitrix’s creator, Azmuth, apparently planned for it to be a social sci-fi invention, as it was meant to foster diplomacy and mutual understanding between species rather than being a weapon.
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