Why do science fiction fans have a reputation for caring about
nitpicky details that no normal person would regard as important?
Because in SF sometimes they are important. One significant
strand of SF is the puzzle story: given these axioms, how can that
have happened and what can we do about it? Asimov's Robot short
stories and Niven's Gil the ARM series are obvious examples, Poul
Anderson's puzzle-worlds are similarly focused on this kind of
problem, and even something like Clarke's A Fall of Moondust is
essentially a story about solving a technical problem.
Where it differs from the 'tec, of course, is that the reader is asked
first to absorb a set of impossibilities that may apply only to this
specific story, and then to build on them. In the mystery you know
that some sort of rules will apply: if someone was shot with a pistol,
the gun wasn't five miles away at the time. But as Larry Niven wrote
in his afterword to The Long ARM of Gil Hamilton:
Now, how can the reader anticipate the author if all the rules are
strange? If science fiction recognizes no limits, then… perhaps the
victim was death-wished from outside a locked room, or the walls may
be permeable to an X-ray laser. Perhaps the alien's motivation
really is beyond comprehension. Can the reader really rule out time
travel? invisible killers? Some new device tinkered together by a
homicidal genius?
The answer, as he among others demonstrated, is to give the clues,
just as a mundane Earth-bound mystery would: put the X-ray laser or
the death-wisher right there in the story just as you would the
terribly sharp knife, suitably disguised so that it's not obvious
what's going on. Even as one gets away from the murder mystery in SF,
the same rules apply to other puzzle stories: if you expect the reader
to work out some abstruse problem of astrophysics, politics or orbital
mechanics, the writer of the SF puzzle needs to lay out the blocks and
see if the reader's smart enough to work out how they fit together.
(And, as a side note, this is something that quite a lot of
non-SF-readers don't seem to get about SF, particularly the ones who
talk dismissively about "the planet Zog": while this is a literature
in which anything can happen, that doesn't mean the same is true of
any specific story. Ending a story by suddenly remembering the
superweapon you left in the cupboard is all very well for Lionel
Fanthorpe, but he's not really an example of good science fiction.)
So having established that at least the puzzly sort of SF story needs
to give facts and expect the reader to build things with them, I think
one should not be surprised that they do so. Lego is not just for
making the model on the box, and ideas are not just for solving the
puzzle. "But what if we combine this and that?" The invulnerable
spaceship hull from another Niven story was put into Neutron Star to
make a logic problem; but he found it severely restricted the stories
he could write in the universe where it existed, because it made
various challenges irrelevant. (And later readers, better at orbital
mechanics than him, worked out that Neutron Star doesn't work
anyway. At least he admitted it.)
This generates an environment in which any bit of information about
the universe is going to be picked up and tried for goodness of fit
against everything else that's known. Even if there's no puzzle to be
solved right now, maybe there'll be one later, and in any case it's
fun to put things together and work out the results. The impossible
can be accepted as a convention of the story; the inconsistent is more
of a problem.
And thus, finally, the nitpicker. In story A the top speed of the
spaceship was given as this; in story B a lower speed is used when
answering a distress call. Why wouldn't you get over there as quickly
as you can? In the case of TV SF with multiple writers, because nobody
wrote a good enough series bible or the writer didn't bother to
consult it. In the case of single-author SF, it's rather harder to
forgive.
Because although the real world often shows us the appearance of
inconsistency, it's easy here to see that we don't have all the
information we'd need to pin it down. In an SF story we do, if the
author's been playing fair at all. The nature of the form, and its
preference for omniscient narrators, primes us to pick those nits. At
best, what comes out of inconsistency is a temporary breaking of
suspension of disbelief: I can see the steel ribs behind the pretty
concrete skin, and I am forcibly reminded that this is a constructed
story. At worst, the whole illusion falls apart and one can no longer
take it seriously; I've "lost" series that way, not only given up on
reading future volumes but felt no inclination to re-read the earlier
ones either.
Advice to authors: some of your nitpickers will be quite strange. Find
some you can talk to and use them as test readers. When they say "this
is wrong" and it seems trivial, consider how easy it might be to fix
it anyway; it may be trivial background detail to you, but if you
don't fix it you will annoy all of your readers who know about this
particular thing. And there are probably more of them than you expect.
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