A ‘Simulation Hypothesis’ Interpretation (inc. spoilers)
CAUTION: SPOILERS AHEAD – best see 'The Nines' first (it's a very good film: enjoy) before reading this post; but if you've seen it and are confused, this explanation may help clarify what occurs.
I’m aware that what follows bears all the hallmarks of the significance cognitive bias – in that I have recently been exploring philosopher Nick Bostrom’s 2003-vintage ‘Simulation Argument’ [1] – but nevertheless, since the ‘Simulation Hypothesis’ seems to fit so very well with ‘The Nines’ as a valid interpretation, I thought it may well be worth sharing it here.
Technological & Philosophical Context
Many futurologists, possibly the best known amongst them being Ray Kurzweil, have speculated about a posthuman or transhuman future for humankind, where we somehow manage to transcend our species-wide self-destructive behaviours (eg: nuclear/chemical/biological war-making, ecological crisis production, the anthropogenic mass extinction event which we’re currently co-creating, etc., &c.) to be able to harness massive computing power – which may have many unforeseeable consequences for people and planet.
Swedish philosopher Nick Bostrom has connected and developed our well-known fascination with exploring simulated realities (eg: as games such as ‘The Sims’ or the ‘Assassins Creed’ series; or as science exploration tools, such as ‘The Illustris Simulation’, recreating the structural evolution of our universe) and a foreseeable exponential expansion of computing resources available to a posthuman society. His conclusions are quite startling (I’ll leave interested readers to discover them for themselves [1]), but the important one for this movie interpretation is the so-called ‘Simulation Hypothesis’: that we can perceive as how the possibility exists that, of all the self-aware entities with human-like experiences, nearly all of them (including perhaps us?) exist within computer-mediated ancestral history simulations. That is, we can postulate that a posthuman society will have access to such humongous computing power that it will most likely devote some small proportion of it to running simulations of its human ancestors, whereby each person within such a simulation would experience their state-of-being-in-the-world just as we do now, and act as an “independent” software agent alongside its contemporary human AI constructs, each imbued with “free will” by the simulation operating system, to act freely as its conscience dictates.
'The Nines' as Multiple Storylines in an Ancestral Simulation
Just as we currently create ad hoc instances of single-player universes on games consoles, or persistent massively multiplayer virtual universes on the internet (eg: ‘Second Life’, or ‘World of Warcraft’), so too may some of the human-like entities (7ers in ‘The Nines’ nomenclature) in each posthuman ancestor simulation universe be actually ’inhabited’ by 9ers – ie: posthuman 9ers may be controlling player-character (PC) human-like avatars, while we are but computer-mediated 7er non-player characters (NPCs) inhabiting one of their myriad ancestor simulations.
So on this interpretation, the ‘shiny diamond’ 9er entities we glimpse briefly towards the end of ‘The Nines’ is a lower order, visual interpretation of a community of posthuman/transhuman consciousnesses. Let’s call our protagonist 9er GGG, for the Gary/Gavin/Gabriel human-like PC avatars it inhabits within the three story threads of the film (as played by Ryan Reynolds). I’ll use the non-gendered ‘it’ for posthuman/transhuman 9ers, rather than ‘he’ or ‘she’, because…
(a) our current (already over-simplified) binary gender dichotomy may well have become meaningless in a posthuman/transhuman future society (as explored already in many sci-fi artworks);
(b) even if gender were significant on the 9er plane of reality, we couldn’t necessarily infer any 9er’s actual gender simply from the gender(s) of the human-like PC avatars it chooses to play in ancestor simulations.
The 9er GGG takes some creative responsibility for the 7er NPCs with which its simulations are populated, such as the recurring Margaret/Melissa/Mary 7er woman (MMM, as played by Melissa McCarthy), who has a part to play in many of GGG’s story threads – of which we get to see only three out of 90. Indeed, because MMM is the favourite NPC that GGG has encountered, when GGG decides to follow the suggestion of fellow 9er SSS (who at times inhabits the Sarah/Susan/Sierra human-like PC avatars, as played by Hope Davis) to “move on with it’s life”, GGG deliberately sets up a ’new life’ for MMM in which she plays the role of a much-loved mother and wife in a happy family home; although she may still be ‘only’ a 7er – ie: an instance of a simulated ancestral human consciousness within a 9er simulation – that doesn’t diminish her ethical right to live out a fulfilled human-like existence within such a simulation; and such is GGG’s parting gift to her. Mary: “Everything that is, is because of you [GGG]. And if that's all there is, that's enough.”
One notable difference between our own lived human experience, and the experiences of at least some of the 7er human NPCs in ‘The Nines’, is that for us the simulation argument is hypothetical and philosophical, while for them, a degree of awareness of their simulated state appears to be present. For instance, MMM’s consciousness knows that she’s played many roles in multiple GGG-created simulation storylines over 25 years (such as, among others, the PR agent Margaret, the friend-&-actor Melissa, and the loving wife Mary, all of whom we get to see); so when she begins inhabiting the final happy-wife-&-mother NPC role towards the end of the film, she carries with her an awareness of the previous NPC roles that she’s played in GGG-generated storylines, and is therefore on the look-out for a Ryan-Reynolds-looking man; but her ‘new’ daughter Noelle (another sim-savvy NPC consciousness, as played by Elle Fanning) tells her “He's not coming back,” conveying an in-simulation message from 9er GGG that it has chosen to move on from playing 7er human-like PC avatars in ancestor simulations.
Since the three-out-of-90 storylines in which we follow GGG’s human-like avatars have him playing a creative PC – actor Gary, TV show creator/would-be showrunner Gavin, and video game creator Gabriel – we may like to infer that one of the obsessions that GGG has developed (during so much time and attention given over to explorations within ancestor simulation storylines) is delving in to the relationship between a creator and her/his/its creations. So ‘The Nines’ film as a whole can be read as an exploration, by its writer/director John August, of the rights-and-responsibilities relationship between creators and the characters they create (eg: Gavin “I have all these characters inside my head, and they wanna live, and I'm the only way... This is the only way that they can. I have five seasons mapped out.”); as such, it follows in the tradition of other fictional artworks that explore this author/character relationship, such as the absurdist metatheatrical 1921 play by Luigi Pirandello, ‘Six Characters in Search of an Author’ [2], and many subsequent artworks.
Further evidence for a ‘Simulation Hypothesis’ interpretation of ‘The Nines’
A reminder-to-self symbolic tether: during the opening credits, human-like fingers are fashioning a woven green wristband, as a reminder from GGG to itself that the wearer is a 9er PC avatar within a hyper-realistic ancestor simulation, populated by 7er NPCs (and one which looks just like early C21 USA “real life” to us, the 7er audience); this reminder-to-self device fails, as GGG loses the insight that it really belongs within its 9er higher plane of reality – see ‘ ‘Lost in the Game’ syndrome’ below for more. Towards the end of Part Three, having consciously chosen to leave behind its addiction to playing human-like PC avatars, GGG-as-Gabriel deliberately removes the green wristband, symbolically untethering his consciousness from the simulated ancestral worlds which he had brought into being.
Tendency to addictive behaviour: in the opening Part One actor strand, GGG demonstrates a willingness to recklessly indulge in addictive drugs (alcohol and crack cocaine); this foreshadows a predilection towards addictive behaviour, and his fellow 9ers regard GGG’s 90 different simulation PC avatars as indicative of a sim-addiction that requires a collective intervention, designed to break GGG from its simulation habit, and bring it back to the reality of the 9ers’s “real world”; of course, this could also be a simulation, nested within a simulation, recursively (rather than a base level biological “real world”) – see ‘Recursive simulation stacking’ below for more on this theme.
Confluence of multiple PC avatar instances: just before he turns his car over, GGG’s actor PC Gary is unsurprised to see that, as if from nowhere, two of GGG’s other PC avatars, Gavin and Gabriel, have mysteriously materialised on the back seat of his car; indeed, the three of them enjoy a brief and knowing non-verbal conversation, just before Gary’s car crash.
A three-friend intervention: as well as SSS, GGG has two other 9er friends who are trying to help break his simulation addiction, and who show up as human-like avatars within the three of GGG’s simulation storylines which we see – as ‘Parole Officer/Agitated Man’ (as played by white bearded actor David Denman), and as ‘Streetwalker/Pedestrian’ (as played by black actor Octavia Spencer); all three show up in Part Three for their collective addiction-busting intervention attempt on GGG’s Gabriel PC avatar.
‘Lost in the Game’ syndrome: GGG’s 9er friends realise that GGG has developed a tendency to become so committed to its PCs that it acts like it is ‘lost in the game’ – ie: GGG has lost insight into its higher level 9er plane of reality, and become so fully immersed in playing at being Gary, Gavin, Gabriel, and 87 other PC avatars, that nothing else matters; so at first GGG’s 9er friends begin by dropping ever stronger hints, centred around the number nine (including sim-OS tweaks, such as the nines Gary keeps rolling with backgammon dice), to try to get GGG to ‘wake up’, return to its senses, and regain the lost insight that his experiences only exist within an ancestor simulation. An in-character recursion of this ‘Lost in the Game’ syndrome is documented by the Part Two reality TV show crew in ‘PC BANG, Koreatown’, when they include a segment where Gavin says, “When I get stressed out, I play videogames. It's my therapy. I love these games that you can kind of lose yourself a little bit in them. I love that it's a different world that's existing at the same time. They're better than real life, because when you get stuck, you can always hit "reset." That's what life needs. Needs a reset button.” Getting GGG to ‘hit the reset button’ and jump itself out of all of its 90 ancestor simulation PC avatar storylines underscores the principal story arc of ‘The Nines’.
Cross-storyline NPC ‘jumping’: in Part Two, the 7er actress Dahlia Salem is ‘jumped’ across from one network TV fictional show pilot to another and back again (‘Knowing’ by Gavin Taylor vs. ‘Paradise Fields’ by John Gatins), playing different roles in each, while retaining awareness of her roles as an actor in various 7er-created fictional tales; at the higher level of the multiple ancestor simulation storylines in which these tales play out, some NPCs (such as MMM and Noelle) get ‘jumped’ across from one simulation storyline to another, playing different roles in each, while retaining awareness of their roles as NPCs in various 9er-created storylines.
Recursive simulation stacking: Part Three plays out to we the audience as ‘real’ as Parts One and Two, although we know that it’s ‘merely’ the pilot episode of Gavin’s new TV show, called “Knowing” – ie: a fictional tale, not the “real world” at all. This reflects the possibility of recursive simulation stacking: a posthuman society creates many ancestor simulations, and in the ones where simulated humankind transcends into a posthuman society, those simulated posthumans create many ancestor simulations of their own (ie: simulations nested within simulations), … and so on and so forth. Throughout the stacking of simulation nested within a simulation, nested within a simulation, etc., &c., each 7er human-like entity experiences the simulation within which it is embedded as its “real world”, for want of any evidence to the contrary. However, in ‘The Nines’, there are some 7er human-like NPC consciousnesses, such as MMM and Noelle, who are ‘in on it’, in that they possess:
(a) meta-knowledge of their status as simulated human-like NPC entities across multiple simulation storylines; and
(b) some comprehension of the role of the 9ers as simulation creators, storyline authors, and human-like PC avatars.
Out-of-character conversations:
• between Margaret and Sarah – “I know what you are”
• between Sarah and Gary – “I can get you out of here but you have to trust me”
• between ‘Agitated Man’ and Gavin – “You think you're above this, don't you? You are trapped here with the rest of us, brother. Get out. Get out! Oblivio accebit!”
• between Susan and Gavin – “Is that all there is? You feel like a man? Because I'll tell you a little secret. You're not.”
• between Margaret and Gary – “You're not gonna understand this yet, but we've known each other for, like, 25 years.”; followed by her expositional speech about how ‘God’=10, posthuman entities (like GGG and SSS)=9, telepathic koalas=8, human NPCs=7, and monkeys=6; “You are a multi-dimensional being of vast, almost infinite power. You, this body you're in, it's just one of your incarnations, avatars, call it what you will.”
• between Sierra and Gabriel – SSS: “I’m sorry that it had to come to this, G. I promise it's gonna be over soon.” Gabriel: “You're trying to kill me?” SSS: “No, this is not a murder. It's an intervention.”; followed by her expositional speech, aided by fellow 9ers bearded guy and black woman, about how GGG has been ‘Lost in the Game’ for 4,000 years.
• between Mary and Gabriel – “You need to go, don’t you? […] It's not real. I'm not really your wife. You're not really my husband. On some level, it's all pretend.”; followed by their heart-felt discussion about GGG leaving behind his simulation PC avatars for a more fulfilling life on the 9er plane of reality.
These out-of-character, meta-conversations – about the ancestor simulation storylines, and how GGG has become so addicted to them as to lose insight into its 9er posthuman plane of reality – they all make good sense (to me, at least, and hopefully to you, too, now) within the framework of a ‘Simulation Hypothesis’ interpretation.
Footnotes
[1] Philosopher Nick Bostrom’s ‘Simulation Argument’:
• Original paper: ‘Are You Living In A Computer Simulation?’
» http://www.simulation-argument.com/simulation.html
• Video interview: Nick Bostrom on the Simulation Argument, at the Future of Humanity Institute Oxford University
» http://youtu.be/nnl6nY8YKHs
• Website: ‘The Simulation Argument’
» http://www.simulation-argument.com
[2] The absurdist metatheatrical 1921 play by Luigi Pirandello, ‘Six Characters in Search of an Author’:
» http://en.wikipedia.org.advanc.io/wiki/Six_Characters_In_Search_Of_An_ Author+Newton