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257 lines
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From: tmaddox@netcom.com (Tom Maddox)
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Newsgroups: alt.cyberpunk
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Subject: After the Deluge (an essay on cyberpunk)
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Date: 13 Jul 92 09:42:14 GMT
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Organization: Netcom - Online Communication Services (408 241-9760 guest)
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Lines: 262
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(The following essay was printed in the volume _Thinking Robots,
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an Aware Internet, and Cyberpunk Librarians_, edited by R. Bruce Miller and
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Milton T. Wolf, distributed at the Library and Information Technology
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Association meeting in San Francisco, during the 1992 American Library
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Association Conference. An expanded version of the volume will be published
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later this year.)
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After the Deluge: Cyberpunk in the '80s and '90s
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Tom Maddox
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In the mid-'80s cyberpunk emerged as a new way of
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doing science fiction in both literature and film. The
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primary book was William Gibson's _Neuromancer_; the
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most important film, _Blade Runner_. Both featured a
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hard-boiled style, were intensely sensuous in their
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rendering of detail, and engaged technology in a manner
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unusual in science fiction: neither technophiliac (like
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so much of "Golden Age" sf) nor technophobic (like the
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sf "New Wave"), cyberpunk did not so much embrace
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technology as go along for the ride.
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However, this was just the beginning: during the '80s
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cyberpunk _spawned_, and in a very contemporary mode.
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It was cloned; it underwent mutations; it was the
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subject of various experiments in recombining its
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semiotic DNA. If you were hip in the '80s, you at least
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heard about cyberpunk, and if in addition you were even
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marginally literate, you knew about Gibson.
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To understand how this odd process came about, we have
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to look more closely at cyberpunk's beginnings--more
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particularly, at the technological and cultural context.
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At the same time, I want to acknowledge what seems to me
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an essential principle: when we define or describe a
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literary or artistic style, we are suddenly in contested
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territory, where no one owns the truth. This principle
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applies with special force to the style (if it is a
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style) or movement (if it is a movement) called
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cyberpunk, which has been the occasion for an
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extraordinary number of debates, polemics, and fights
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for critical and literary terrain. So let me remind you
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that I am speaking from my own premises, interests, even
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prejudices.
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By 1984, the year of _Neuromancer_'s publication,
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personal computers were starting to appear on desks all
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over the country; computerized videogames had become
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commonplace; networks of larger computers, mainframes
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and minis, were becoming more extensive and accessible
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to people in universities and corporations; computer
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graphics and sound were getting interesting; huge stores
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of information had gone online; and some hackers were
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changing from nerds to sinister system crackers. And of
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course the rate of technological change continued to be
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rapid--which in the world of computers has meant better
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and cheaper equipment available all the time. So
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computers became at once invisible, as they disappeared
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into carburetors, toasters, televisions, and wrist
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watches; and ubiqitous, as they became an essential part
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first of business and the professions, then of personal
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life.
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Meanwhile the global media circus, well underway for
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decades, continued apace, quite often feeding off the
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products of the computer revolution, or at least
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celebrating them. The boundaries between entertainment
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and politics, or between the simulated and the real,
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first became more permeable and then--at least according
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to some theorists of these events--collapsed entirely.
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Whether we were ready or not, the postmodern age was
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upon us.
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In the literary ghetto known as science fiction,
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things were not exactly moribund, but sf certainly was
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ready for some new and interesting trend. Like all
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forms of popular culture, sf thrives on labels, trends,
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and combinations of them--labeled trends and trendy
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labels. Marketers need all these like a vampire needs
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blood.
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This was the context in which _Neuromancer_ emerged.
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Anyone who was watching the field carefully had already
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noticed stories such as "Johnny Mnemonic" and "Burning
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Chrome," and some of us thought that Gibson was writing
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the most exciting new work in the field, but no one--
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least of all Gibson himself--was ready for what happened
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next. _Neuromancer_ won the Hugo, the Nebula, the
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Philip K. Dick Award, Australia's Ditmar; it contributed
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a central concept to the emerging computer culture
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("cyberspace"); it defined an emerging literary style,
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cyberpunk; and it made that new literary style famous,
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and (remarkably, given that we're talking about science
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fiction here) even hip.
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Also, as I've said, there was the film _Blade Runner_,
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Ridley Scott's unlikely adaptation of Philip K. Dick's
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_Do Androids Dream of Electric Sheep?_ The film didn't
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have the success _Neuromancer_ did; in fact, I heard its
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producer remark wryly when the film was given the Hugo
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that perhaps someone would now go to see it. Despite
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this, along with _Neuromancer_, _Blade Runner_ together
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set the boundary conditions for emerging cyberpunk: a
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hard-boiled combination of high tech and low life. As
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the famous Gibson phrase puts it, "The street has its
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own uses for technology." So compelling were these two
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narratives that many people then and now refuse to
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regard as cyberpunk anything stylistically and
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thematically different from them.
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Meanwhile, down in Texas a writer named Bruce Sterling
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had been publishing a fanzine (a rigorously postmodern
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medium) called _Cheap Truth_; all articles were written
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under pseudonyms, and taken together, they amounted to a
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series of guerrilla raids on sf. Accuracy of aim and
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incisiveness varied, of course; these raids were
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polemical, occasional, essentially temperamental.
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Altogether, _Cheap Truth_ stirred up some action, riled
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some people, made others aware of each other.
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Gibson and Sterling were already friends, and other
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writers were becoming acquainted with one or both: Lew
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Shiner, Sterling's right-hand on _Cheap Truth_ under the
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name "Sue Denim," Rudy Rucker, John Shirley, Pat
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Cadigan, Richard Kadrey, others, me included. Some
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became friends, and at the very least, everyone became
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