Does Scientific Accuracy Make Better Sci-Fi?
Chris Weigant has posted a lengthy thesis over at his blog, laying out for Hollywood the four scientific laws that film makers consistently ignore, and which he feels should be addressed: space is soundless, ships can't come to a complete stop in space easily, laser blasts should be invisible and communication lag time in space.
I suppose these anal-retentive points really tickle a certain sort of science fiction fan, but I'm not really that guy. I don't demand rigid scientific accuracy in my science fiction because, ultimately, I understand Hollywood isn't producing hard science fiction: what they are making are space fantasies. And I like space fantasies.
It's hard for me to understand how Hollywood closely adhering to physics in space is going to necessarily make better shows or films, especially when adopted on an industry wide scale (as Chris is suggesting).
For example, one thing Hollywood gets wrong is the ability for ships to stop in space, or make U-Turns, easily. Don't get me wrong: I can see Chris' excitement in seeing what would largely be the equivalent of sail or submarine warfare in space. That would certainly be a tense, wonderful device, as ships glide past each other imprecisely, unable to stop to get the exact fix they need to attack one another. But if every show was like that, it would just be scientific dogma, at the sake of innovation. And it would lose all dramatic import.
Chris' other suggestions are either similarly decent ideas that would make fine devices on one or two shows, but not all of them, or they are just ideas that don't connect. For example, I don't care that I can see blaster bolts in sci-fi movies and shows, because blaster bolts look cool, regardless of their scientific plausibility.
A Frivolous Summer Column on Science Fiction [Chris Weigant, via SF Signal]




















And these are only the inaccuracies in astrophysics. There are many more that the scientific community could rail on, if they so desired.
But I don't want my story sacrificed for the sake of scientific accuracy....
This strikes me as redolent of various issues surrounding video games as well. Sure, it's supremely unrealistic to have instant health packs floating around and copious ammo dumps situated conveniently before end-of-level bosses, but the point is to make a fun game, not a good game.
Likewise, a movie should concern itself with entertainment, not with accuracy - that's the domain of documentaries. Whilst I agree that the delay in radio transmissions could make for some interesting movies, it wouldn't work in all of them, not by a long shot. How many audiences could cope with a conversation spread out through a movie? To take the Mars example used - and most contemporary sci-fi is set in farther reaches than that - a 2 hour movie could have 4 lines in a conversation, at most. That's not much to work with.
When I said "a fun game, not a good game" I really meant "accurate game" - obviously a fun game is a good game, by most counts. Not sure what happened there.