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- <text id=93TT2460>
- <link 93TO0105>
- <title>
- Feb. 08, 1993: Cyberpunk!
- </title>
- <history>
- TIME--The Weekly Newsmagazine--1993
- Feb. 08, 1993 Cyberpunk
- </history>
- <article>
- <source>Time Magazine</source>
- <hdr>
- COVER STORIES, Page 58
- Cyberpunk!
- </hdr>
- <body>
- <p>With virtual sex, smart drugs and synthetic rock 'n' roll, a
- new counterculture is surfing on the dark edges of the computer
- age
- </p>
- <p>By PHILIP ELMER-DEWITT - With reporting by David S. Jackson/San
- Francisco
- </p>
- <p> In the 1950s it was the beatniks, staging a coffeehouse
- rebellion against the Leave It to Beaver conformity of the
- Eisenhower era. In the 1960s the hippies arrived, combining
- antiwar activism with the energy of sex, drugs and rock 'n'
- roll. Now a new subculture is bubbling up from the underground,
- popping out of computer screens like a piece of futuristic
- hypertext.
- </p>
- <p> They call it cyberpunk, a late-20th century term pieced
- together from cybernetics (the science of communication and
- control theory) and punk (an antisocial rebel or hoodlum).
- Within this odd pairing lurks the essence of cyberpunk culture.
- It's a way of looking at the world that combines an infatuation
- with high-tech tools and a disdain for conventional ways of
- using them. Originally applied to a school of hard-boiled
- science-fiction writers and then to certain semi-tough computer
- hackers, the word cyberpunk now covers a broad range of music,
- art, psychedelics, smart drugs and cutting-edge technology. The
- cult is new enough that fresh offshoots are sprouting every day,
- which infuriates the hard-core cyberpunks, who feel they got
- there first.
- </p>
- <p> Stewart Brand, editor of the hippie-era Whole Earth
- Catalog, describes cyberpunk as "technology with attitude."
- Science-fiction writer Bruce Sterling calls it "an unholy
- alliance of the technical world with the underground of pop
- culture and street-level anarchy." Jude Milhon, a cyberpunk
- journalist who writes under the byline St. Jude, defines it as
- "the place where the worlds of science and art overlap, the
- intersection of the future and now." What cyberpunk is about,
- says Rudy Rucker, a San Jose State University mathematician who
- writes science-fiction books on the side, is nothing less than
- "the fusion of humans and machines."
- </p>
- <p> As in any counterculture movement, some denizens would
- deny that they are part of a "movement" at all. Certainly they
- are not as visible from a passing car as beatniks or hippies
- once were. Ponytails (on men) and tattoos (on women) do not a
- cyberpunk make--though dressing all in black and donning
- mirrored sunglasses will go a long way. And although the biggest
- cyberpunk journal claims a readership approaching 70,000, there
- are probably no more than a few thousand computer hackers,
- futurists, fringe scientists, computer-savvy artists and
- musicians, and assorted science-fiction geeks around the world
- who actually call themselves cyberpunks.
- </p>
- <p> Nevertheless, cyberpunk may be the defining counterculture
- of the computer age. It embraces, in spirit at least, not just
- the nearest thirtysomething hacker hunched over his terminal but
- also nose-ringed twentysomethings gathered at clandestine RAVES,
- teenagers who feel about the Macintosh computer the way their
- parents felt about Apple Records, and even preadolescent vidkids
- fused like Krazy Glue to their Super Nintendo and Sega Genesis
- games--the training wheels of cyberpunk. Obsessed with
- technology, especially technology that is just beyond their
- reach (like brain implants), the cyberpunks are future oriented
- to a fault. They already have one foot in the 21st century, and
- time is on their side. In the long run, we will all be
- cyberpunks.
- </p>
- <p> The cyberpunk look--a kind of SF (science-fiction)
- surrealism tweaked by computer graphics--is already finding
- its way into art galleries, music videos and Hollywood movies.
- Cyberpunk magazines, many of which are " 'zines" cheaply
- published by desktop computer and distributed by electronic
- mail, are multiplying like cable-TV channels. The newest, a
- glossy, big-budget entry called Wired, premiered last week with
- Bruce Sterling on the cover and ads from the likes of Apple
- Computer and AT&T. Cyberpunk music, including acid house and
- industrial, is popular enough to keep several record companies
- and scores of bands cranking out CDs. Cyberpunk-oriented books
- are snapped up by eager fans as soon as they hit the stores.
- (Sterling's latest, The Hacker Crackdown, quickly sold out its
- first hard-cover printing of 30,000.) A piece of cyberpunk
- performance art, Tubes, starring Blue Man Group, is a hit
- off-Broadway. And cyberpunk films such as Blade Runner,
- Videodrome, Robocop, Total Recall, Terminator 2 and The
- Lawnmower Man have moved out of the cult market and into the
- mall.
- </p>
- <p> Cyberpunk culture is likely to get a boost from, of all
- things, the Clinton-Gore Administration, because of a shared
- interest in what the new regime calls America's "data highways"
- and what the cyberpunks call cyberspace. Both terms describe the
- globe-circling, interconnected telephone network that is the
- conduit for billions of voice, fax and computer-to-computer
- communications. The incoming Administration is focused on the
- wiring, and it has made strengthening the network's high-speed
- data links a priority. The cyberpunks look at those wires from
- the inside; they talk of the network as if it were an actual
- place--a virtual reality that can be entered, explored and
- manipulated.
- </p>
- <p> Cyberspace plays a central role in the cyberpunk world
- view. The literature is filled with "console cowboys" who prove
- their mettle by donning virtual-reality headgear and performing
- heroic feats in the imaginary "matrix" of cyberspace. Many of
- the punks' real-life heroes are also computer cowboys of one
- sort or another. Cyberpunk, a 1991 book by two New York Times
- reporters, John Markoff and Katie Hafner, features profiles of
- three canonical cyberpunk hackers, including Robert Morris, the
- Cornell graduate student whose computer virus brought the huge
- network called the internet to a halt.
- </p>
- <p> But cyberspace is more than a playground for hacker high
- jinks. What cyberpunks have known for some time--and what 17.5
- million modem-equipped computer users around the world have
- discovered--is that cyberspace is also a new medium. Every
- night on Prodigy, CompuServe, GEnie and thousands of smaller
- computer bulletin boards, people by the hundreds of thousands
- are logging on to a great computer-mediated gabfest, an
- interactive debate that allows them to leap over barriers of
- time, place, sex and social status. Computer networks make it
- easy to reach out and touch strangers who share a particular
- obsession or concern. "We're replacing the old drugstore soda
- fountain and town square, where community used to happen in the
- physical world," says Howard Rheingold, a California-based
- author and editor who is writing a book on what he calls virtual
- comminities.
- </p>
- <p> Most computer users are content to visit cyberspace now
- and then, to read their electronic mail, check the bulletin
- boards and do a bit of electronic shopping. But cyberpunks go
- there to live and play--and even die. The well, one of the
- hippest virtual communities on the Internet, was shaken 2 1/2
- years ago when one of its most active participants ran a
- computer program that erased every message he had ever left--thousands of postings, some running for many pages. It was an
- act that amounted to virtual suicide. A few weeks later, he
- committed suicide for real.
- </p>
- <p> The well is a magnet for cyberpunk thinkers, and it is
- there, appropriately enough, that much of the debate over the
- scope and significance of cyberpunk has occurred. The question
- "Is there a cyberpunk movement?" launched a freewheeling
- on-line flame-fest that ran for months. The debate yielded,
- among other things, a fairly concise list of "attitudes" that,
- by general agreement, seem to be central to the idea of
- cyberpunk. Among them:
- </p>
- <p>-- Information wants to be free. A good piece of
- information-age technology will eventually get into the hands
- of those who can make the best use of it, despite the best
- efforts of the censors, copyright lawyers and datacops.
- </p>
- <p>-- Always yield to the hands-on imperative. Cyberpunks
- believe they can run the world for the better, if they can only
- get their hands on the control box.
- </p>
- <p>-- Promote decentralization. Society is splintering into
- hundreds of subcultures and designer cults, each with its own
- language, code and life-style.
- </p>
- <p>-- Surf the edges. When the world is changing by the
- nanosecond, the best way to keep your head above water is to
- stay at the front end of the Zeitgeist.
- </p>
- <p> The roots of cyberpunk, curiously, are as much literary as
- they are technological. The term was coined in the late 1980s
- to describe a group of science-fiction writers--and in
- particular William Gibson, a 44-year-old American now living in
- Vancouver. Gibson's Neuromancer, the first novel to win SF's
- triple crown--the Hugo, Nebula and Philip K. Dick awards--quickly became a cyberpunk classic, attracting an audience
- beyond the world of SF. Critics were intrigued by a dense,
- technopoetic prose style that invites comparisons to Hammett,
- Burroughs and Pynchon. Computer-literate readers were drawn by
- Gibson's nightmarish depictions of an imaginary world
- disturbingly similar to the one they inhabit.
- </p>
- <p> In fact, the key to cyberpunk science fiction is that it
- is not so much a projection into the future as a metaphorical
- evocation of today's technological flux. The hero of
- Neuromancer, a burned-out, drug-addicted street hustler named
- Case, inhabits a sleazy interzone on the fringes of a
- megacorporate global village where all transactions are carried
- out in New Yen. There he encounters Molly, a sharp-edged beauty
- with reflective lenses grafted to her eye sockets and
- retractable razor blades implanted in her fingers. They are
- hired by a mysterious employer who offers to fix Case's damaged
- nerves so he can once again enter cyberspace--a term Gibson
- invented. Soon Case discovers that he is actually working for an
- AI (artificial intelligence) named Wintermute, who is trying to
- get around the restrictions placed on AIs by the turing police
- to keep the computers under control. "What's important to me,"
- says Gibson, "is that Neuromancer is about the present."
- </p>
- <p> The themes and motifs of cyberpunk have been percolating
- through the culture for nearly a decade. But they have coalesced
- in the past few years, thanks in large part to an upstart
- magazine called Mondo 2000. Since 1988, Mondo's editors have
- covered cyberpunk as Rolling Stone magazine chronicles rock
- music, with celebrity interviews of such cyberheroes as
- Negativland and Timothy Leary, alongside features detailing
- what's hot and what's on the horizon. Mondo's editors have
- packaged their quirky view of the world into a glossy book
- titled Mondo 2000: A User's Guide to the New Edge
- (HarperCollins; $20). Its cover touts alphabetic entries on
- everything from virtual reality and wetware to designer
- aphrodisiacs and techno-erotic paganism, promising to make
- cyberpunk's rarefied perspective immediately accessible. Inside,
- in an innovative hypertext format (which is echoed in this
- article), relatively straightforward updates on computer
- graphics, multimedia and fiber optics accompany wild screeds on
- such recondite subjects as synesthesia and temporary autonomous
- zones.
- </p>
- <p> The book and the magazine that inspired it are the product
- of a group of brainy (if eccentric) visionaries holed up in a
- rambling Victorian mansion perched on a hillside in Berkeley,
- California. The MTV-style graphics are supplied by designer Bart
- Nagel, the overcaffeinated prose by Ken Goffman (writing under
- the pen name R.U. Sirius) and Alison Kennedy (listed on the
- masthead as Queen Mu, "domineditrix"), with help from Rudy
- Rucker and a small staff of free-lancers and contributions from
- an international cast of cyberpunk enthusiasts. The goal is to
- inspire and instruct but not to lead. "We don't want to tell
- people what to think," says assistant art director Heide Foley.
- "We want to tell them what the possibilities are."
- </p>
- <p> Largely patched together from back issues of Mondo 2000
- magazine (and its precursor, a short-lived 'zine called Reality
- Hackers), the Guide is filled with articles on all the
- traditional cyberpunk obsessions, from artificial life to
- virtual sex. But some of the best entries are those that report
- on the activities of real people trying to live the cyberpunk
- life. For example, Mark Pauline, a San Francisco performance
- artist, specializes in giant machines and vast public
- spectacles: sonic booms that pin audiences to their chairs or
- the huge, stinking vat of rotting cheese with which he perfumed
- the air of Denmark to remind the citizenry of its Viking roots.
- When an explosion blew the thumb and three fingers off his right
- hand, Pauline simply had his big toe grafted where his thumb had
- been. He can pick things up again, but now he's waiting for
- medical science and grafting technology to advance to the point
- where he can replace his jerry-built hand with one taken from
- a cadaver.
- </p>
- <p> Much of Mondo 2000 strains credibility. Does physicist
- Nick Herbert really believe there might be a way to build time
- machines? Did the cryonics experts at Trans Time Laboratory
- really chill a family pet named Miles and then, after its near
- death experience, turn it back into what its owner describes as
- a "fully functional dog"? Are we expected to accept on faith
- that a smart drug called centrophenoxine is an "intelligence
- booster" that provides "effective anti-aging therapy," or that
- another compound called hydergine increases mental abilities and
- prevents damage to brain cells? "All of this has some basis in
- today's technologies," says Paul Saffo, a research fellow at the
- Institute for the Future. "But it has a very anticipatory
- quality. These are people who assume that they will shape the
- future and the rest of us will live it."
- </p>
- <p> Parents who thumb through Mondo 2000 will find much here
- to upset them. An article on house music makes popping MDMA
- (ecstasy) and thrashing all night to music that clocks 120 beats
- per minute sound like an experience no red-blooded teenager
- would want to miss. After describing in detail the erotic
- effects of massive doses of L-dopa, MDA and deprenyl, the entry
- on aphrodisiacs adds as an afterthought that in some
- combinations these drugs can be fatal. Essays praising the
- beneficial effects of psychedelics and smart drugs on the
- "information processing" power of the brain sit alongside RANTS
- that declare, among other things, that "safe sex is boring sex"
- and that "cheap thrills are fun."
- </p>
- <p> Much of this, of course, is a cyberpunk pose. As Rucker
- confesses in his preface, he enjoys reading and thinking about
- psychedelic drugs but doesn't really like to take them. "To me
- the political point of being pro-psychedelic," he writes, "is
- that this means being against consensus reality, which I very
- strongly am." To some extent, says author Rheingold, cyberpunk
- is driven by young people trying to come up with a movement they
- can call their own. As he puts it, "They're tired of all these
- old geezers talking about how great the '60s were."
- </p>
- <p> That sentiment was echoed by a recent posting on the WELL.
- "I didn't get to pop some 'shrooms and dance naked in a park
- with several hundred of my peers," wrote a cyberpunk wannabe
- who calls himself Alien. "To me, and to a lot of other
- generally disenfranchised members of my generation, surfing the
- edges is all we've got."
- </p>
- <p> More troubling, from a philosophic standpoint, is the
- theme of dystopia that runs like a bad trip through the
- cyberpunk world view. Gibson's fictional world is filled with
- glassy-eyed girls strung out on their Walkman-like simstim decks
- and young men who get their kicks from microsofts plugged into
- sockets behind their ears. His brooding, dehumanized vision
- conveys a strong sense that technology is changing civilization
- and the course of history in frightening ways. But many of his
- readers don't seem to care. "History is a funny thing for
- cyberpunks," says Christopher Meyer, a music-synthesizer
- designer from Calabasas, California, writing on the well. "It's
- all data. It all takes up the same amount of space on disk, and
- a lot of it is just plain noise."
- </p>
- <p> For cyberpunks, pondering history is not as important as
- coming to terms with the future. For all their flaws, they have
- found ways to live with technology, to make it theirs--something the back-to-the-land hippies never accomplished.
- Cyberpunks use technology to bridge the gulf between art and
- science, between the world of literature and the world of
- industry. Most of all, they realize that if you don't control
- technology, it will control you. It is a lesson that will serve
- them--and all of us--well in the next century.
- </p>
-
- </body>
- </article>
- </text>
-
-