Janne Jarvinen : Cyberpunk. Aspects and Expectations
By Janne Jarvinen, Gr lll
The History of Times to Come
The term cyberpunk was first used in the mid 80?s to describe a new literal
"movement" or style in the field of science fiction. It was different from
traditional scifi in almost everything. The attitude towards questions of "human
values" and meaning of technology, life and vision of the future were but
refreshing and exciting, also controversial. Those in favor of traditional
"hippie scifi", as I like to call it, recented the thoughts of the future not
being a bliss of high moral values and nice little people doing nice little
things. The future in cyberpunk is dark, pessimistic and very down-to-earth in
certain sense. I will name more of characteristics later but now I tell more
about the beginning of the movement. First of all, this was the beginning of the
age of personal computers, videogames, computer graphics, networks, hackers,
crackers and microchips. Bulky and slow as they may have been, they were
something new. The "creator" of cyberpunk is usually concidered to be one
William Gibson. Gibson?s work is seen almost as the ultimate truth and it
defines the right and wrong elements in cyberpunk. This is of course very much
unorthodox in terms of postmodernity but science fiction in general likes to see
subjects as a whole and thus set boundaries or limits to them. Cyberpunk is also
firmly connected to the New Media, because it?s main themes include the few
"true" new media aspects of global networks and virtual reality. Gibson?s first
works "Johnny Mnemonic" and "Burning Chrome" were stirring the field of scifi
but the jackpot was hit with the "Neuromancer". It won several awards, including
Hugo, Nebula and Philip K. Dick awards. In short, tells a story of a
"consolecowboy" who seeks his lost "netrunning" skills. This ability to function
in cyberspace is the most valuable asset he has and he?s willing to do almost
anything to get it back. The book basically defines the cyberpunk genre and
introduces many of concepts used today when discussing about the Net, cyberspace
and other aspects in the field of new media. The term cyberspace, however
misused nowadays, comes from Gibson?s "Burning Chrome" and has reached
popularity even among those who in fact don?t know what they are talking about.
Literary speaking, "Neuromancer" offers very little to new ways to write science
fiction but it?s view of the world and future has influenced our culture in one
way or another. The other significant piece of work is Ridley Scott?s adaption
of Philip K. Dick?s "Do Androids Dream Of Electric Sheep?". This movie (named
Blade Runner) is the other of the two "True" cyberpunk works. As "Neuromancer"
changed the visions of the future, "Blade Runner" changed the way to make movies
out of it. It wasn?t a success at the theatres, although it won the Hugo award.
In fact, the producer is said to have said at the awards ceremony that perhaps
someone would now go to see it. Nevertheless, the cult value of the film is
beyond any doubt. Where "Neuromancer" was connected to issues of cyberspace,
"Blade Runner" was a bout the streets, the technological advances, androids
(replicants), geopolitical changes and of what happens when you put them all
together.
At first however, the future trend was but an idea of few loosely connected
writers. They were known as "the Mirrorshade Group" or only as "the Movement".
The name "cyberpunk" was introduced by Gardner Dozois, an editor of the "Isaac
Asimov?s Science Fiction Magazine", when he referred to the writers of certain
style. He says to have picked the term "from the street somewhere". It was also
the title of Bruce Bethke?s short story a couple of years before, published in
"I.A.S.F.M." The catchy title was quickly aqcuired by the semiofficial spokesman
of cyberpunk, Bruce Sterling. He was publishing at the time a fanzine called
"Cheap Truth", in which traditional scifi was criticized and tossed around with
variable precision or reason. Sterling and Gibson were friends and soon most of
the other writers became, if not friends, at least to know one another. These
pioneers included Lew Shiner, John Shirley, Rudy Rucker and Tom Maddox to name a
few. The cyberpunks became known outside the small world of science fiction
literature and awoke interest in new areas. The postmodern academics noticed
cyberpunk to fit in their wiev of the world today, which in itself is very
postmodern. After all, scifi is usually seen "futile" and as something not to be
taken seriously. The term also became known in non-scientific or -academic
surroundings, such as Wall Street Journal and People magazine. The technological
advances made in those times produced a great deal of hype and every self
-respecting "hip" magazine had to publish something about "the media society",
"the information superhighway" or "virtual realities" etc. Cyberpunk had its
share or free publicity because it offered advanced models of the future. This
regards mainly to the technological accomplishments, not so much to the
pessimistic wiews it had or the cynical remarks about actual modern society.
The World Through Mirrorshades
Next, I will name some of the themes or aspects which belong in my opinion to
the cyberpunk genre. First of all, and what "the general public" usually forget,
cyberpunk is a DARK vision of the future. The industrialization has polluted
earth to almost uninhabitable state, nature is suffering, all the animals have
become extinct, except for those cloned from the DNA-libraries afterwards. The
gap between the poor and the rich has got bigger, governments' authority is run
over by multinational corporations, which care little about anything else than
their profit. Crime levels increase all the time and violent solutions are being
made for everyday problems. Most of the people live in comatose-like state and
submit silently to the "new world order". Concepts like "the System" or "the
Corporate" are present in almost every major cyberpunk story. The not-always
-too-heroic heroes, "Cyberpunks" live on "the Edge" of the system desperately
trying to make their weight in battle for a better society. This battle is not
an open war against something, but an everyday behaviour and not accepting the
part corporations have planned for them. Postmodern themes include
globalization, commercialism, mixing of different cultures and ideologies in one
huge media flow.
My Mother Is a Cyborg!
An another important aspect in cyberpunk is the cybernetics invading the human
bodies. The word comes from the Greek word "kubernetes", "steersman".
Cybernetics is also a science "of control and communications in animals and
machines". In this case, cybernetics mean artificial bodyparts, which are
usually considered better then their human counterparts. Cybernetics enables
people to increase their physical abilties, enchance their sensory systems. Much
like we are doing now with our artificial heart transplants, limb prothesis or
even with plastic surgery with all the boob jobs and facelifts. Some people
include more details to this "early cybernetics", but I require some kind of
"practical merging with body" before I accept it. A pirate's wooden leg or a
hooked hand isn?t enough. Nor are filled teeth. This is because of their "lack
of intelligence". I would however define my mother as an early cyborg because
she has her iris replaced with a plastic lens. Unfortunately, it is not working
propely, so that suggests that we are not yet living in cyberage just yet.
Furthermore, cybernetics in the cyberpunk world is more like a rule than an
exception. It is used not only as an enchancement, but as a decoration or status
symbol. Such use requires more advanced technology than what can be offered
today. Daily shutdowns and infinite numbers of different problems is something
one would not probably want in one's body. In addition, not many are yet ready
to "go borg" and show their replacements with pride. The term "cyborg", "a human
that is part machine", dates back to the 60?s, when a scientist Manfred Clynes
described with it the advances in biomedical engineering. Some people name Mary
Shelley?s "Frankenstein" as the first cyborg but it is more like an early
android, an artificial life form. The effect on cyberpunk can however be clearly
seen. This theme of man inside a machine fits also into the postmodern theories.
The search for new experiences and attempt to separate mind and body, being
post-human "can" be achieved by turning your body into metal, ceramic alloys and
plastic and by changing your natural sensors, such as eyes, into electonic
devices.
Surfs Up!
Another famous and widely spread concept of cyberpunk is cyberspace. And also in
this occasion the hype has done it?s thing. The general "definition" of
cyberspace is everything even remotely connected to Internet, the 3-D animation,
telecommunications, all of them combined an so on. In short, it is used to name
any kind of modern information transfer. The "cyberpunk cyberspace" is something
yet to be constructed. It is a virtual space with unlimited number of users, who
are interactive with each other, in real-time. Users "jack in" with their neural
interface, a connection between a brain and a computergenerated 3-D reality.
Users can see each other as "icons" and do things by using different computer
programs, also in visible form . The users, "netrunners", will feel the actions
they take or what is done to them. The best comprehension of this nowadays can
be achieved in virtual reality spaces, with data glasses and data suits. A more
easier way is to go to a video arcade and play such games as "T-mek" or any
other simulation, where the playfield is bigger than one's field of vision. The
feel of "reality" and "being there" is similar to when watching a good movie,
even though there is action outside the screen. The cyberspace would be a
replica of the real world, with certain geological distances and porpotions. The
shapes of buildings and cities would be authentic, even though there are no real
restrictions for making them fantastic or surreal. The physical forms of data
glow in neon colours and seem like hanging in the "air". This has had influence
on designing virtual sites and 3-D interfaces, where different services would
show as "buildings", like for example the "CyberGate" production. In a way,
cyberspace is currently the closest and most advanced item of future cyberpunk
world. Although most of the real "space" is only animated visions, the
simulation technology shows what cyberspace would probably look like. Most
famous work in this area is done by such organizations as M.I.T., of course, but
also by Combined Arms and Tactical Training Center and Defence Advanced Research
Projects Agency, both part of the U.S. military. As with Internet, first steps
in simulation technology are taken by military forces. Although simulations
cannot teach people actual combat skills, due to the so far uncounted variables,
it can teach how to fly a jet fighter or drive a tank and most of all, it can
teach co-operation. We can now use $40 million simulators, connect them together
and run scenarios of real battles in real landscapes. The noise, trembling and
terrain situations will effect the users inside the simulators. The ultimate
video game, "the Nintendo war". The tactical rehearshals are possible before
joining actual battle. Simulation technology has reached a point in which
satellite photographs are being transformed automatically into digital, 3-D
virtual landscapes. This data is then stored into databases in hi-tech tanks and
fighters. This basically means that troops are unaffected by weather or
visibility and sometimes know the battleground better than their opponents. This
happened in "the War in Southwest Asia", also known as the Persian Gulf war. The
soldiers are staring more at monitors than crosshairs. Fortunately, simulation
technology has also more constructive uses. Complex surgeries and other "one
shot" tasks can also be tested or trained. Different models of synthetic
substances, drugs (in positive or negative meaning) can be created without the
fear of time consuming and fruitless work.
The Culture
If cyberpunk is more than a few books and films of similar views, then there has
to be some evidence how it represents itself in our society. Where can it be
seen and who actually are "cyberpunks"? In most cases some certain groups are
mentioned whenever this issue is discussed. Because of the hype factor, once
again, several different groups are identified as cyberpunks in lack of a more
adequate term. This has caused cyberpunks to be seen sometimes in negative
light. These groups are usually made of urban, young people who have some
computer skills. Some such groups are: hackers, crackers, phreaks, cypherpunks
and ravers.
Hackers are people who are interested the computer world in terms of how does
things work and how one can override problems of that area. They are known to
penetrate corporate or state databanks in order to see if they can do it. The
movement started in the early years of computer culture in the 1950?s by
computer enthusiastic M.I.T. students. Some of their inventions are still in use
today, like the concept of word processing.
Crackers are a subgroup of hackers. The fundamental difference between hackers
and crackers is that when caught, crackers need a lawyer. When the virgin world
of computer networks opened to them, some hackers couldn?t resist the
opportunity to take advantage of the unprepared businessworld. Their actions led
to the first computer crimes, although proper legislation didn?t yet exist.
These are people who are often connected to virus programmers, although viruses
seldom can produce anything else than damage without any financial gain.
Crackers in a way are the equivalent or cyberpunk?s console cowboys and
netrunners.
Phreaks are similar to crackers but they are using the telephone network for
example to make free phone calls by confusing the operator computer that it
cannot know who to send the proper bill or sends it to a wrong person. All three
teams are using the growing communication and computer systems to their own
individual goals.
Cypherpunks are interested in creating a "regions of privacy", where no one
(companies) couldn't enter without permission. Their tools are cryptography and
cryptosystems. The main "achievement" of cypherpunks is their interest in "PGP",
short for Pretty Good Privacy. This public-key cryptosystems allows the reciever
of a message to know "for sure" who the sender was. This could be important,
when the use of e-money increases and people start using netservices, which
require giving away one's bank account numbers or some other personal data.
The last group, ravers, are people who compose and consume synthesized music and
computer (cyberdelic) art, have "raves", massive dance happenings and in general
enjoy the modern ways of life. This includes sometimes using drugs and thus
ravers have a bad image of being drug addicts who spread the increasing drug
problem through raves.
But people, actual cyberculture requires also some appropiate structures and
frames to function. Can cyberpunk be found in architecture, education, ways to
communicate or in general in everyday life? What cyberpunk items can you find,
when you go shopping, for instance? We are living a new era, one of fast
communications and digitalized machinery. Is that enough? When we talk about the
world, we, being very western, often think "the world" is the industrialized
part of the world. The third world countries or just the agricultural regions of
one?s country are easily forgotten. Global networks aren?t connecting the whole
of nations, just the urban areas or university cities. However in this "world"
one can see some progress. It may be at primitive stage but there is a certain
glow of chrome. Internet provides information of areas othervise (in literal
sense) rare. Effortless communication to far countries or cities via e-mail is
more common than writing an actual letter. We have "thinking cars" which tell us
if our seat belt isn?t connected. We are being monitored with surveillance
cameras and infrared sensors. We use remote controls, digital watches, laser
discs, plastic cards to store information. And we would be in serious trouble
without electricity.
"The Road Ahead"
When will the cyberage begin? What are signs we can find? It is essential to
remember at this point that cyberpunk is a product of the 80's, a decade of
materialistic values and economic wealth. As history has pointed out many times,
people tend to change their ideologies on an almost regular basis. Periods of
rationality are often followed by views more spiritual and vice versa. The
popularity of different religions, values and attitudes towards life change
constantly. Presumed that the cyberage isn't yet here in the "right meaning", I
would predict that there will be a spiritual era before the cold, superficial
cyberage. It may be even the age we are living right now, considering the rise
of religions. People are put out of work and they are having economical
difficulties and so they seek comfort in the supernatural. At the same time
those who don?t find peace there, lose their faith in the world and it's
establishments and values, much like in the cyberpunk world. Cyberpunk is not
perhaps a critical prophecy of the future, because it is after all mostly used
in fiction literature. It is pessimistic and romantic in a sense, but it relays
also on current political and cultural issues. It may actually be quite valid a
possibility, if everything just goes totally wrong. Wars, overpopulation,
diseases, drug problems, violence, multinational companies, increasing consuming
etc. can all get worse than what they are today. For example, the issue of big
companies versus governments. We, the industrialized counties are being "human"
and help those countries in need in cases of war, famine, plagues and poverty.
At the same time we ignore possible human rights violations or the effect we
have on certain countries' economics, if that suits our own purposes. The South
America for instance, will never get back on its feet if all of it's natural
resources and profits are taken abroad by foreign companies. Governments are
unwilling to do anything because it in a way relys on this phenomenon. We defend
countries which can provide something to our society, like oil or political
assistance and if there isn?t anything like it, "too bad". This progress is
taken further in cyberpunk, where the colours of the company are more important
than those of countries'. Identity is defined by where you work. This idea comes
probably from the far east, where working morals are quite high. Asia in general
is seen as most developed part of the world in cyberpunk. The rise of Asian
economy has already begun and it?s influence on world's future is certainly
significant.
In a more local level, signs are less radical. The constant increase in violence
has touched now even smaller cities. In a modern megalopolis the troubles are
almost unimaginable. We in Finland cannot perhaps understand the crime levels in
places like New York or Los Angeles. School children carrying guns and being
heroin addicts by the age of 15? Open riots and gang wars with submachineguns?
It seems like a normal day in cyberpunk world, but maybe we could still hope for
the best. On the more positive side fast communications and globalization has
raised people?s understanding of other people and maybe also some kind of level
of education. The technical part of future cyberpunk is developing into more
secure and miraculous. Organ replacements, surgery techiques, security in cars
and aeroplanes, freedom of speech or way of life are positive signs. Have these
wiews then shaped the world we know towards more "cyber" fashion or vice versa?
This is hard to know. Is it real cyber or is it just closest thing we got?
Future visions are by nature unreachable. I suppose the influence has inspired
people in some specific areas for example designers of virtual realities.
Cyberpunk authors have then observed the progress and when necessary, used the
results or taken the ideas further in their own work without the burden of
worrying about whether it would work in "real life". This cycle is beneficial to
both the scientists and us fiction consumers.
Sources of Future
The defining of cyberpunk in a scientific way is somewhat difficult. It?s main
sources and documents are fictional of "post-literal". Apart from the
cornerstones "Blade Runner" and "Neuromancer" there are many important works
that are included into the cyberpunk genre, depended on whether one uses broad
or narrow definition. My main source is very unacademic Cyberpunk 2020
roleplaying game. I value it because of it?s my first contact with the subject
and because it is made to be as realisitic as possible despite the fictional
elements. The books and films are always hanging on the balance. Author or
director can use whichever parts of cyberpunk he or she wishes and therefore
there are many controversial items and only few "pure" cyberpunk works. This is
more common in film industry than in literacy. I have listed some of the
cyberpunk movies and the most famous books of this area. In the movies I use the
broader definition and accept any movies with the right attitude, view of the
world or element of cybernetics. I am sorry I cannot name the directors or
dates.
Books:
Gibson: Neuromancer, Count Zero, Mona Lisa Overdrive, Burning Chrome, Agrippa
(available only in the net, a self-destructing text that could be read only
once), Sterling: Islands in the Net, Schismatrix,Mirrorshades (editor), Dick: Do
Androids Dream Of Electric Sheep? John Brunner: The Shockwave Rider, Rudy
Rucker: Software, Wetware, John Shirley: Eclipse, Greg Bear: Blood Music, Enki
Bilal: Nikopol trilogy (a comic book)
Movies:
Blade Runner, Johnny Mnemonic, Terminator 1 & 2, Mad Max 1,2,3, Robocop 1,2,3,
Alien 1,2,3,4, Tetsuo, Tetsuo II, Hardware, Strange Days, Universal Soldier,
Cyborg, Max Headroom, Total Recall, The Lawnmower Man, Lipton Cockton (a Finnish
film)
Essays:
Fortunately, thanks to cyberpunk's popularity, some essays are written about it.
Those and other "academic" sources include: "War is virtual hell" by B. Sterling
in Wired 1.1, "After the deluge" by Tom Maddox, "Escape velocity" exerpts by
Mark Dery, "FAQ on alt.cyberpunk" assembled by Erich Schneider, "No
alternatives" by Andy O?Meara, "The cyberspace lexicon" by Bob Cotton and Ricard
Oliver. In Finnish "Mythology in W.G.?s Neuromancer" by Markku Lappalainen in
"Marvin", "The new media", "Cyberspace, the final frontier" and "Information,
the fourth production factor" by Kari A. Hintikka.