mythago
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Agitprop: Interzone 6 (warning: LONG! [389 lines] article)
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Nov 23 20:47 UTC 1992 |
Bruce Sterling
4525 Speedway
Austin, Texas 78751
(512) 323-5176
Sixth INTERZONE column
"Cyberpunk in the Nineties"
This is my sixth and last column for Interzone, as I
promised a year ago when I began this series. I've enjoyed
doing these pieces, and would like to thank the energetic
editor and indulgent readership of Interzone. A special thanks
to those who contributed terms and comments for "The SF
Workshop Lexicon," which remains an ongoing project, and will
show up again someday, probably in embarrassing company. Those
readers who had enough smarts and gumption to buy the Signal
catalog (see column one in issue 37) have been well rewarded,
I trust.
In this final column, I would like to talk frankly about
"cyberpunk" -- not cyberpunk the synonym for computer
criminal, but Cyberpunk the literary movement.
Years ago, in the chilly winter of 1985 -- (we used to
have chilly winters then, back before the ozone gave out)-- an
article appeared in Interzone #14, called "The New Science
Fiction." "The New Science Fiction" was the first manifesto of
"the cyberpunk movement." The article was an analysis of the
SF genre's history and principles; the word "cyberpunk" did
not appear in it at all. "The New SF" appeared pseudonymously
in a British SF quarterly whose tiny circulation did not
restrain its vaulting ambitions. To the joy of dozens, it had
recently graduated to full-colour covers. A lovely spot for a
manifesto.
Let's compare this humble advent to a recent article,
"Confessions of an Ex-Cyberpunk," by my friend and colleague
Mr. Lewis Shiner. This piece is yet another honest attempt by
Someone Who Was There to declare cyberpunk dead. Shiner's
article appeared on Jan 7, 1991, in the editorial page of The
New York Times.
Again an apt venue, one supposes, but illustrative of the
paradoxical hazards of "movements." An avalanche, started with
a shout and a shove somewhere up at the timberline, cannot be
stopped again with one's hands, even with an audience of
millions of mundanes.
"Cyberpunk," before it acquired its handy label and its
sinister rep, was a generous, open-handed effort, very street-
level and anarchic, with a do-it-yourself attitude, an ethos
it shared with garage-band 70s punk music. Cyberpunk's one-
page propaganda organ, "CHEAP TRUTH," was given away free to
anyone who asked for it. CHEAP TRUTH was never copyrighted;
photocopy "piracy" was actively encouraged.
CHEAP TRUTH's contributors were always pseudonymous, an
earnest egalitarian attempt to avoid any personality-cultism
or cliquishness. CHEAP TRUTH deliberately mocked established
"genre gurus" and urged every soul within earshot to boot up a
word-processor and join the cause. CT's ingenuous standards
for SF were simply that SF should be "good" and "alive" and
"readable." But when put in practice, these supposed qualities
were something else again. The fog of battle obscured a great
deal at the time.
CHEAP TRUTH had rather mixed success. We had a laudable
grasp of the basics: for instance, that SF writers ought to
work a lot harder and knock it off with the worn-out bullshit
if they expected to earn any real respect. Most folks agreed
that this was a fine prescription -- for somebody else. In SF
it has always been fatally easy to shrug off such truisms to
dwell on the trivialities of SF as a career: the daily grind
in the Old Baloney Factory. Snappy cyberpunk slogans like
"imaginative concentration" and "technological literacy" were
met with much the same indifference. Alas, if preaching gospel
was enough to reform the genre, the earth would surely have
quaked when Aldiss and Knight espoused much the same ideals in
1956.
SF's struggle for quality was indeed old news, except to
CHEAP TRUTH, whose writers were simply too young and parochial
to have caught on. But the cultural terrain had changed, and
that made a lot of difference. Honest "technological literacy"
in the 50s was exhilirating but disquieting -- but in the
high- tech 80s, "technological literacy" meant outright
ecstasy and dread. Cyberpunk was weird, which obscured the
basic simplicity of its theory-and-practice.
When "cyberpunk writers" began to attract real notoriety,
the idea of cyberpunk principles, open and available to
anyone, was lost in the murk. Cyberpunk was an instant cult,
probably the very definition of a cult in modern SF. Even
generational contemporaries, who sympathized with much CHEAP
TRUTH rhetoric, came to distrust the cult itself -- simply
because the Cyberpunks had become "genre gurus" themselves.
It takes shockingly little, really, to become a genre
guru. Basically, it's as easy as turning over in bed. It's
questionable whether one gains much by the effort. Preach your
fool head off, but who trusts gurus, anyway? CHEAP TRUTH never
did! All in all, it took about three years to thoroughly hoist
the Movement on its own petard. CHEAP TRUTH was killed off in
1986.
I would like to think that this should be a lesson to
somebody out there. I very much doubt it, though.
Rucker, Shiner, Sterling, Shirley and Gibson -- the
Movement's most fearsome "gurus," ear-tagged yet again in
Shiner's worthy article, in front of the N. Y. Times'' bemused
millions -- are "cyberpunks" for good and all. Other
cyberpunks, such as the six other worthy contributors to
MIRRORSHADES the Cyberpunk Anthology, may be able to come to
their own terms with the beast, more or less. But the dreaded
C- Word will surely be chiselled into our five tombstones.
Public disavowals are useless, very likely worse than useless.
Even the most sweeping changes in our philosophy of writing,
perhaps weird mid-life-crisis conversions to Islam or
Santeria, could not erase the tattoo.
Seen from this perspective, "cyberpunk" simply means
"anything cyberpunks write." And that covers a lot of ground.
I've always had a weakness for historical fantasies, myself,
and Shiner writes mainstream novels and mysteries. Shirley
writes horror. Rucker was last seen somewhere inside the
Hollow Earth. William Gibson, shockingly, has been known to
write funny short stories. All this means nothing. "Cyberpunk"
will not be conclusively "dead" until the last of us is
shovelled under. Demographics suggest that this is likely to
take some time.
CHEAP TRUTH's promulgation of open principles was of
dubious use -- even when backed by the might of Interzone.
Perhaps "principles" were simply too foggy and abstract, too
arcane and unapproachable, as opposed to .easy C-word
recognition symbols, like cranial jacks, black leather jeans
and amphetamine addiction. But even now, it may not be too
late to offer a concrete example of the genuine cyberpunk
weltanschauung at work.
Consider Frankenstein by Mary Shelley, a wellspring of
science fiction as a genre. In a cyberpunk analysis,
Frankenstein is "Humanist" SF. Frankenstein promotes the
romantic dictum that there are Some Things Man Was Not Meant
to Know. There are no mere physical mechanisms for this higher
moral law -- its workings transcend mortal understanding, it
is something akin to divine will. Hubris must meet nemesis;
this is simply the nature of our universe. Dr. Frankenstein
commits a spine-chilling transgression, an affront against the
human soul, and with memorable poetic justice, he is direly
punished by his own creation, the Monster.
Now imagine a cyberpunk version of Frankenstein. In this
imaginary work, the Monster would likely be the well-funded
R&D team-project of some global corporation. The Monster might
well wreak bloody havoc, most likely on random passers-by. But
having done so, he would never have been allowed to wander to
the North Pole, uttering Byronic profundities. The Monsters of
cyberpunk never vanish so conveniently. They are already loose
on the streets. They are next to us. Quite likely WE are them.
The Monster would have been copyrighted through the new
genetics laws, and manufactured worldwide in many thousands.
Soon the Monsters would all have lousy night jobs mopping up
at fast-food restaurants.
In the moral universe of cyberpunk, we already know
Things We Were Not Meant To Know. Our grandparents knew these
things; Robert Oppenheimer at Los Alamos became the Destroyer
of Worlds long before we arrived on the scene. In cyberpunk,
the idea that there are sacred limits to human action is
simply a delusion. There are no sacred boundaries to protect
us from ourselves.
Our place in the universe is basically accidental. We are
weak and mortal, but it's not the holy will of the gods; it's
just the way things happen to be at the moment. And this is
radically unsatisfactory; not because we direly miss the
shelter of the Deity, but because, looked at objectively, the
vale of human suffering is basically a dump. The human
condition can be changed, and it will be changed, and is
changing; the only real questions are how, and to what end.
This "anti-humanist" conviction in cyberpunk is not
simply some literary stunt to outrage the bourgeoisie; this is
an objective fact about culture in the late twentieth century.
Cyberpunk didn't invent this situation; it just reflects it.
Today it is quite common to see tenured scientists
espousing horrifically radical ideas: nanotechnology,
artificial intelligence, cryonic suspension of the dead,
downloading the contents of the brain... Hubristic mania is
loose in the halls of academe, where everybody and his sister
seems to have a plan to set the cosmos on its ear. Stern moral
indignation at the prospect is the weakest of reeds; if there
were a devilish drug around that could extend our sacred God-
given lifespans by a hundred years, the Pope would be the
first in line.
We already live, every day, through the means of
outrageous actions with unforeseeable consequences to the
whole world The world population has doubled since 1970; the
natural world, which used to surround humankind with its vast
Gothic silences, is now something that has to be catalogued
and cherished.
We're just not much good any more at refusing things
because they don't seem proper. As a society, we can't even
manage to turn our backs on abysmal threats like heroin and
the hydrogen bomb. As a culture, we love to play with fire,
just for the sake of its allure; and if there happens to be
money in it, there are no holds barred. Jumpstarting Mary
Shelley's corpses is the least of our problems; something much
along that line happens in intensive-care wards every day.
Human thought itself, in its unprecedented guise as
computer software, is becoming something to be crystallized,
replicated, made a commodity. Even the insides of our brains
aren't sacred; on the contrary, the human brain is a primary
target of increasingly successful research, ontological and
spiritual questions be damned. The idea that, under these
circumstances, Human Nature is somehow destined to prevail
against the Great Machine, is simply silly; it seems weirdly
beside the point. It's as if a rodent philosopher in a lab-
cage, about to have his brain bored and wired for the
edification of Big Science, were to piously declare that in
the end Rodent Nature must triumph.
Anything that can be done to a rat can be done to a human
being. And we can do most anything to rats. This is a hard
thing to think about, but it's the truth. It won't go away
because we cover our eyes.
This is cyberpunk.
This explains, I hope, why standard sci-fi adventure
yarns tarted up in black leather fail to qualify. Lewis Shiner
has simply lost patience with writers who offer dopey shoot-
em-up rack-fodder in sci-fiberpunk drag. "Other writers had
turned the form into formula," he complains in The New York
Times, "the same dead-end thrills we get from video games and
blockbuster movies." Shiner's early convictions have scarcely
budged so much as a micron -- but the stuff most folks call
"cyberpunk" no longer reflects his ideals.
In my opinion the derivative piffle is a minor issue. So
is the word "cyberpunk." I'm pleased to see that it's
increasingly difficult to write a dirt-stupid book, put the
word "cyberpunk" on it, and expect it to sell. With the c-word
discredited through half-witted overkill, anyone called a
"cyberpunk" will have to pull their own weight now. But for
those willing to pull weight, it's no big deal. Labels cannot
defend their own integrity; but writers can, and good ones do.
There is another general point to make, which I believe
is important to any real understanding of the Movement.
Cyberpunk, like New Wave before it, was a voice of Bohemia. It
came from the underground, from the outside, from the young
and energetic and disenfranchised. It came from people who
didn't know their own limits, and refused the limits offered
them by mere custom and habit.
Not much SF is really Bohemian, and most of Bohemia has
little to do with SF, but there was, and is, much to be gained
from the meeting of the two. SF as a genre, even at its most
"conventional," is very much a cultural underground. SF's
influence on the greater society outside, like the dubious
influence of beatniks, hippies, and punks, is carefully
limited. Science fiction, like Bohemia, is a useful place to
put a wide variety of people, where their ideas and actions
can be examined, without the risk of putting those ideas and
actions directly into wider practice. Bohemia has served this
function since its start in the early Industrial Revolution,
and the wisdom of this scheme should be admitted. Most weird
ideas are simply weird ideas, and Bohemia in power has rarely
been a pretty sight. Jules Verne as a writer of adventure
novels is one thing; President Verne, General Verne, or Pope
Jules is a much dicier proposition.
Cyberpunk was a voice of Bohemia -- Bohemia in the 1980s.
The technosocial changes loose in contemporary society were
bound to affect its counterculture. Cyberpunk was the literary
incarnation of this phenomenon. And the phenomenon is still
growing. Communication technologies in particular are becoming
much less respectable, much more volatile, and increasingly in
the hands of people you might not introduce to your grandma.
But today, it must be admitted that the cyberpunks -- SF
veterans in or near their forties, patiently refining their
craft and cashing their royalty checks -- are no longer a
Bohemian underground. This too is an old story in Bohemia; it
is the standard punishment for success. An underground in the
light of day is a contradiction in terms. Respectability does
not merely beckon; it actively envelops. And in this sense,
"cyberpunk" is even deader than Shiner admits.
Time and chance have been kind to the cyberpunks, but
they themselves have changed with the years. A core doctrine
in Movement theory was "visionary intensity." But it has been
some time since any cyberpunk wrote a truly mind-blowing
story, something that writhed, heaved, howled, hallucinated
and shattered the furniture. In the latest work of these
veterans, we see tighter plotting, better characters, finer
prose, much "serious and insightful futurism." But we also see
much less in the way of spontaneous back-flips and crazed
dancing on tables. The settings come closer and closer to the
present day, losing the baroque curlicues of unleashed
fantasy: the issues at stake become something horribly akin to
the standard concerns of middle-aged responsibility. And this
may be splendid, but it is not war. This vital aspect of
science fiction has been abdicated, and is open for the
taking. Cyberpunk is simply not there any more.
But science fiction is still alive, still open and
developing. And Bohemia will not go away. Bohemia, like SF, is
not a passing fad, although it breeds fads; like SF, Bohemia
is old; as old as industrial society, of which both SF and
Bohemia are integral parts. Cybernetic Bohemia is not some
bizarre advent; when cybernetic Bohemians proclaim that what
they are doing is completely new, they innocently delude
themselves, merely because they are young.
Cyberpunks write about the ecstasy and hazard of flying
cyberspace and Verne wrote about the ecstasy and hazard of
Five Weeks in a Balloon, but if you take even half a step
outside the mire of historical circumstance, you can see that
these both serve the same basic social function.
Of course, Verne, a great master, is still in print,
while the verdict is out on cyberpunk. And, of course, Verne
got the future all wrong, except for a few lucky guesses; but
so will cyberpunk. Jules Verne ended up as some kind of
beloved rich crank celebrity in the city government of Amiens.
Worse things have happened, I suppose.
As cyberpunk's practitioners bask in unsought legitimacy,
it becomes harder to pretend that cyberpunk was something
freakish or aberrant; it's easier today to see where it came
from, and how it got where it is. Still, it might be thought
that allegiance to Jules Verne is a bizarre declaration for a
cyberpunk. It might, for instance, be argued that Jules Verne
was a nice guy who loved his Mom, while the brutish antihuman
cyberpunks advocate drugs, anarchy, brain-plugs and the
destruction of everything sacred.
This objection is bogus. Captain Nemo was a technical
anarcho-terrorist. Jules Verne passed out radical pamphlets in
1848 when the streets of Paris were strewn with dead. And yet
Jules Verne is considered a Victorian optimist (those who have
read him must doubt this) while the cyberpunks are often
declared nihilists (by those who pick and choose in the
canon). Why? It is the tenor of the times, I think.
There is much bleakness in cyberpunk, but it is an honest
bleakness. There is ecstasy, but there is also dread. As I sit
here, one ear tuned to TV news, I hear the US Senate debating
war. And behind those words are cities aflame and crowds
lacerated with airborne shrapnel, soldiers convulsed with
mustard-gas and Sarin.
This generation will have to watch a century of manic
waste and carelessness hit home, and we know it. We will be
lucky not to suffer greatly from ecological blunders already
committed; we will be extremely lucky not to see tens of
millions of fellow human beings dying horribly on television
as we Westerners sit in our living rooms munching our
cheeseburgers. And this is not some wacky Bohemian jeremiad;
this is an objective statement about the condition of the
world, easily confirmed by anyone with the courage to look at
the facts.
These prospects must and should effect our thoughts and
expressions and, yes, our actions; and if writers close their
eyes to this, they may be entertainers, but they are not fit
to call themselves science fiction writers. And cyberpunks are
science fiction writers -- not a "subgenre" or a "cult," but
the thing itself. We deserve this title and we should not be
deprived of it.
But the Nineties will not belong to the cyberpunks. We
will be there working, but we are not the Movement, we are not
even "us" any more. The Nineties will belong to the coming
generation, those who grew up in the Eighties. All power, and
the best of luck to the Nineties underground. I don't know
you, but I do know you're out there. Get on your feet, seize
the day. Dance on tables. Make it happen, it can be done. I
know. I've been there.
Sterling --
bruces@well.sf.ca.us
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