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CYBERPUNK IN THE NINETIES
By Bruce Sterling
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.
Bruce Sterling/ bruces@well.sf.ca.us
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