Christianity and the search for extraterrestrial intelligence

A review of <em>Science, Religion and the Search for Extraterrestrial Intelligence</em> by David Wilkinson.

Science, Religion and the Search for Extraterrestrial Intelligence
David Wilkinson
Oxford University Press, 240pp, £25

In 1960 in West Virginia, the astronomer Frank Drake initiated the first systematic scientific attempt to scan the heavens for alien communication. Today, SETI (the search for extraterrestrial intelligence), which requires significant investments of money and hope, remains the most daring attempt to settle the question of whether we are alone in the universe or whether, at some point in time, on some faraway, spinning extrasolar planet, other forms of intelligent life evolved.

For some, a single clear sign – a purposeful blip in the background radio hum of the universe – would be enough to change for ever their understanding of the universe and, in particular, the place of human beings within it. Above all, it is Christians whose belief system would require the most recalibration: they are devoted to a biblical understanding of man’s position in the universe and believe that the unique events of Christ’s birth, death and resurrection confirmed the special relationship between a creator God and His earthbound creation. The late-18th-century thinker Thomas Paine declared in The Age of Reason that anyone who believes himself to be both a Christian and a reasonable defender of the idea of the existence of other worlds has “thought but little of either”.

This book is a brave riposte to Paine. David Wilkinson, a professor of theology and religion at Durham University, is both an astronomer and a Christian. He holds PhDs in theoretical astrophysics and systematic theology. Here he undertakes to examine the consequences for Christian thinking of the latest developments in the search for extraterrestrial life. A Methodist, he scrupulously investigates the science involved and offers a detailed reconsideration of that science in the light of his and other Christian beliefs.

In the 3rd century BC, the Greek philosopher Epicurus wrote: “There are infinite worlds both like and unlike ours . . . We must believe that in all worlds there are living creatures.” For over 2,500 years human beings have speculated about life beyond our planet. The logic of infinity has seemed to require the belief that somewhere, whether in this or another, parallel universe, the purposeful (or purposeless) accidents that brought about our existence have achieved the same for little green men or other, unimaginable forms of life. As Wilkinson points out, philosophers and scientists in the Judaeo-Christian tradition have often been at the forefront of such thinking, their faith in a benign, all-powerful God leading them to assume an inherent order in the natural world and to exult in His capacity to encourage life extravagantly throughout the universe.

Set against this candid presumption in favour of extraterrestrial intelligence have been two lines of thought. Some Christians, attached to the biblical account of God’s special relationship with human beings, have considered it blasphemous to challenge earth’s central place in God’s plan (Giordano Bruno was burned at the stake in 1600 for his temerity to do so). From an opposing perspective, evolutionary biologists from Charles Darwin up to the present day have teased out the multitudinous improbabilities of the evolution of any life at all, let alone intelligent life. For some contemporary cosmologists, it has come to seem almost miraculous how perfectly aligned these chances have been in the case of our “goldilocks” planet – and therefore practically impossible that the same could occur elsewhere. As Wilkinson puts it, even if we were to find traces of primitive life on Mars, “It is a long way to proceed from archaea to an accountant.”

Wilkinson valiantly defends SETI from every corner, however. With one foot on the rock of science, he tackles the paradox, enunciated in 1950 by the physicist Enrico Fermi, that if earth is not special in having intelligent life, “Where is everybody?” With his other foot on the rock of faith, he explores how Christian thinkers have extended the reach of salvation to the furthest limits of the known and unknown universe while imagining hopefully that on other planets there may have been no apple, and so no sin.

The difficulty is that, despite this straddling, the book falls into two halves. The uneasy fit between evidence-based science and Christian apologetics is exacerbated by the unnecessary attention that Wilkinson gives to wacky theories about UFOs and other fantasies and by the absence of analysis of the perspectives of the other major religions. His argument is thorough rather than elegant and on some occasions he irritatingly fails to identify beyond the name the authorities he quotes, so that the reader has to check the position they occupy in the debate.

In keeping with the teaching of John Wesley, the founder of Methodism, who urged those eager to embrace the idea of extraterrestrial life to “be not so positive”, Wilkinson is carefully agnostic about its eventual discovery. However, it is clear that, for him, as for many Christians, “the eternal silence of those infinite spaces”, as Pascal put it, offers a greater existential threat than the demotion of earth’s centrality that the discovery of extraterrestrials would require.

Emma Crichton-Miller is a journalist and producer

Judeo-Christian philosophers have been at the forefront of the search for alien life. Photo : Beth Hoeckel (Main)

This article first appeared in the 26 August 2013 issue of the New Statesman, How the dream died

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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.