Making Futures
From the preceding section there are several conclusions
that can be drawn about the nature of futuristic design
in science fiction...
Nothing is created in a vacuum, everything, however
tenuously relates to cultural, artistic or thematic
inspiration. Also, not all futuristic design is meant to be
predictive of the future. The designs of Star Wars
do not in any way represent humanity in the distant
future. They are simply an exploration of the visual
and thematic language of science fiction. The nature of this
language, how it forms and changes over time is the
key to its understanding, and the understanding the
significance of what it communicates.
One approach to the analysis of visual language used
in film genres is iconography. Critics like Jim Kitsen
and Colin Mcarthur have used iconography to study westerns
and gangster films. Vivian Sobchack in her book Screening
Space argues that science fiction being of much broader
scope than these genres is impossible to analyse through
studying icons.
"Rocket Ships are not in themselves necessary
to science fiction. One could create a list of such
SF 'objects' as the spaceship which do indeed evoke the genre,
but which are specifically and physically- not essential
to it"
This is certainly true for the whole genre, as has
been described in the previous section, directly after
2001: a space odessey, spacecraft were 'old hat'
and did not feature in much SF film till Star Wars.
However futuristic design is either all pervading
(as in Star Trek and Blade Runner) or
almost none existant ( E.T., Robocop).
There is generally no grey area, a film generally looks
like 'now' or it looks like a different world, with all the
usual SF icons. Therefore it is not unreasonable to
treat the future world' sub-genre as being separable.
Being more readily broken down and viewed in terms of visual
patterns.
In looking for SF icons there are three most suited
to analysis. They are the three founding elements; spacecraft
(futuristic vehicles), robots (artificial people/sentient
machines) and ray guns (devices, destructive
and otherwise.)
The most famous and recognisable spacecraft in science
fiction is the U.S.S Enterprise. From the Star
Trek TV series in the sixties, through the slew of films
and into the 'Next Generation' series, Set some
thirty years after the first 'classic' trek.
There are three main interpretations of the Enterprise
class of ship. One reflecting the 60's, another reflecting
the late 70's and one reflecting the late 80's.
The original starship Enterprise was a radical piece
of futuristic design though, made up of elements people
could relate to, such as the saucer section and the
rocket like engine pods.
Its creation was long and meticulous, so much so that
the studio got very pushy about its completion. Their
attitude was "come on baby, what's so difficult
about designing a spaceship? You take a cigar shape,
out some windows on it, now there you've got it. Lets
get in with the next thing."
Gene Roddenberry would have none of it. He insisted
on spending a lot of time intelligently 'designing'
the ship. He had Chilean art director Pato Guzman and
his assistant Matt Jeffries working overtime to produce a
star ship the audience would believe in. They first
sifted through sketches from the corporations involved
in the real space program. These were rejected because they
would result in a ship too close to current thinking.
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