David Cronenberg's 1999 sci-fi thriller eXistenZ is a thought-provoking film that delves into the complexities of virtual reality, free will, and the human condition. Despite its initial critical acclaim, the movie has largely faded from the public consciousness, leaving behind a devoted cult following. As we revisit this forgotten gem, it's essential to understand the context and themes that make eXistenZ a rich tapestry for philosophical exploration.
The film takes place in a not-too-distant future, 2030, in fact, where virtual reality games have become indistinguishable from reality itself. These games, known as "eXistenZ," are created by "game designers" who craft immersive experiences that allow players to escape the mundanity of their everyday lives. The story follows Allegra Geller (Jennifer Jason Leigh), a brilliant game designer on the run from assassins who seek to exploit her latest creation, a revolutionary new game called "eXistenZ".
As Allegra navigates this treacherous world, she's aided by Ted Pikul (Jude Law), a marketing trainee who becomes her unlikely ally. Together, they embark on a perilous journey to uncover the truth behind the sinister forces seeking to control the virtual reality landscape. Along the way, they find themselves trapped in a series of nested virtual realities, blurring the lines between what's real and what's just a game.
Through its exploration of virtual reality, eXistenZ raises fundamental questions about the nature of reality, free will, and human existence. As we delve deeper into the film's themes, we'll examine the following philosophical concepts:
The Simulation Hypothesis: The idea that our reality might be a simulation created by a more advanced civilization, raising questions about the nature of reality and our place within it.
Free Will and Determinism: The tension between the idea that our choices are truly free and the possibility that they're predetermined by factors outside our control.
The Ethics of Virtual Reality: The moral implications of creating and engaging with virtual worlds, and the potential consequences for our relationships with others and ourselves.
And yes, you may be thinking right now: “Wait a minute! Isn’t there another 1999 sci-fi movie about all of this stuff?” Of course there is, and we do all love Keanu Reeves. However, we’ll see that eXistenZ is hardly a carbon copy of The Matrix and is worthy of a blog post by itself. Keanu will have to sit this one out.
Life as a Simulation
The Simulation Hypothesis, also known as the "Simulation Theory" or "Simulationism," suggests that our reality might be a simulation created by a more advanced civilization. This idea has been debated by philosophers, scientists, and technology entrepreneurs, and is a central theme in eXistenZ.
The Simulation Hypothesis is not a new idea. Philosopher René Descartes, in his 1632 work "Meditations on First Philosophy," proposed a similar concept, known as the "Evil Demon Hypothesis." Descartes suggested that an evil demon might be deceiving him into believing in an external world, when in fact, everything he experiences is just an illusion. This idea laid the groundwork for later philosophers, such as Jean Baudrillard, who explored the concept of "simulacra" - copies without an original, which can be seen as a precursor to the Simulation Hypothesis.
In the context of eXistenZ, the Simulation Hypothesis is presented as a possibility that Allegra's virtual reality games might be more than just simulations - they might be actual realities created by a higher-level designer. This raises questions about the nature of reality and our place within it. If we assume that our reality is a simulation, then what is the nature of the "real" world outside of the simulation? Is it another simulation, or is it the "true" reality?
The Simulation Hypothesis also challenges our understanding of free will and agency. If we are living in a simulated reality, then do we have control over our actions, or are they predetermined by the simulator? This is a classic problem in philosophy, known as the "problem of determinism." If our choices are determined by factors outside of our control, then do we truly have free will?
Free Will and Determinism
The debate between free will and determinism is a longstanding philosophical conundrum that has puzzled thinkers for centuries. At its core, the question is whether our choices are truly free, or if they are predetermined by factors outside of our control. eXistenZ presents a nuanced and thought-provoking examination of this complex issue, raising questions about the nature of agency and the human condition.
In the film, Allegra's virtual reality games offer a sense of freedom and agency, allowing players to make choices that shape the game world. However, as the story unfolds, it becomes clear that these choices may be predetermined by the game's design and the intentions of the game designer. This raises questions about the nature of free will and whether our choices are truly our own.
Philosopher Baruch Spinoza, in his 17th-century work "Ethics," argued that human behavior is determined by prior causes and is therefore not truly free. According to Spinoza, our choices are the inevitable result of a chain of causes and effects that stretch back to the beginning of time. This deterministic view of human behavior is echoed in eXistenZ, where the game designer's intentions and the game's design seem to predetermine the player's choices.
However, the film also suggests that free will may be an illusion created by the complexity of the game world. As Allegra and Ted navigate the nested virtual realities, they begin to realize that their choices may be influenced by factors outside of their control.
The tension between free will and determinism is a central theme in eXistenZ. As we consider the implications of the Simulation Hypothesis, we are forced to confront the possibility that our choices may be predetermined by factors outside of our control.
Ethics of Virtual Reality
The ethics of virtual reality is a rapidly evolving field that deals with the moral implications of creating and engaging with virtual worlds. eXistenZ presents a critique of the virtual reality industry, highlighting the potential consequences of virtual reality for our relationships with others and ourselves.
One of the key concerns raised by the film is the potential for virtual reality to manipulate and control individuals. Allegra's games are designed to be highly immersive and engaging, but they also raise questions about the extent to which players are free to make their own choices. This concern is echoed by philosopher Nick Bostrom, who has argued that advanced technologies like virtual reality could potentially be used to manipulate and control individuals on a large scale.
Another concern raised by the film is the potential for virtual reality to blur the lines between reality and fantasy. As Allegra and Ted navigate the nested virtual realities, they begin to question what is real and what is not. Like the two main characters, we end up with questions about the nature of reality and how we understand it. Philosopher Jean Baudrillard (who we already met while discussing “simulacra”) has argued that our understanding of reality is already highly mediated by technology and media, and that virtual reality could potentially further erode our sense of what is real.
The film questions the impact of virtual reality on our relationships with others. Allegra's games are designed to be highly social, but we are left unsure about the extent to which players are truly interacting with each other. This concern is echoed by philosopher Sherry Turkle, who has argued that our increasing reliance on technology is leading to a decline in face-to-face interaction and deepening social isolation.
In eXistenZ, the ethics of virtual reality are presented as a complex and multifaceted issue. The film points out the potential consequences of virtual reality for our relationships with others and ourselves, and highlights the need for a critical examination of the virtual reality industry. An industry that, of course, was more speculative in 1999 than it is today.
Finally, Let’s Talk About The Matrix
Yes, I lied. As we conclude our analysis of eXistenZ, we'll draw some parallels with another iconic sci-fi movie from the same era, The Matrix. Both films explore the nature of reality, free will, and the impact of technology on human existence. However, while The Matrix is a more well-known and widely discussed film, eXistenZ offers a unique perspective on these themes that is worth exploring.
One of the key differences between the two films is their approach to the concept of virtual reality. The Matrix presents a dystopian future where humans are unknowingly trapped in a simulated reality created by machines. In contrast, eXistenZ explores the idea of virtual reality as a tool for human creativity and self-expression. While both films address the nature of reality, they approach the topic from completely different angles.
Despite these differences, both films share a common concern with the impact of technology on human existence. They both suggest that our increasing reliance on technology is leading to a decline in our sense of reality and our connection to the world around us. We may therefore say that eXistenZ and The Matrix are two sides of the same coin, each offering a unique perspective on the nature of reality and the impact of technology on human existence.
By the way, we can find the same themes in other sci-fi movies from the same era, such as Dark City (1998), which explores the idea of a city that is constantly shifting and changing, reflecting the instability of human perception.
Do you know other similar films? I would love to hear your comments.