Showing posts with label William Gibson. Show all posts
Showing posts with label William Gibson. Show all posts

Saturday, 29 March 2014

Neuromancer's amphetamine snare

"It took a month for the gestalt of drugs and tension he moved through to turn those perpetually startled eyes into wells of reflexive need. He'd watched her personality fragment, calving like an iceberg, splinters drifting away, and finally he'd seen the raw need, the hungry armature of addiction. He'd watched her track the next hit with a concentration that reminded him of the mantises they sold in stalls along Shiga, beside tanks of blue mutant carp and crickets caged in bamboo." - Neuromancer

"[When I was a teenager] there was a kind of literary war underway between the British New Wave people and the very conservative American science-fiction writers—who probably wouldn’t even have thought of themselves as very conservative—saying, That’s no good, you can’t do that, you don’t know how to tell a story, and besides you’re a communist. I remember being frightened by that rhetoric. It was the first time I ever saw an art movement, I suppose." - William Gibson

William Gibson's Neuromancer was a wildly influential novel by any standard, arguably the most significant science fiction novel of the late twentieth century. Published in 1984, it determined the language people would use to describe and define the internet over the following two decades. It established so many tropes that a reader coming to it context free, after The Matrix and Inception and a thousand other blunt emulators, might be forgiven for thinking it was just a particularly well written list of clichés. Fans of the novel in the media like to wear their influence on their sleeve - look in the credits of any science fiction film and you're bound to discover that thug#4 just happened to be named Corto...


Other cyberpunk classics like Hardwired and Schismatrix have largely disappeared into obscurity, with only two real exceptions - Pat Cadigan's Synners still has a literary reputation which will keep it in (limited) print for years to come, while Neal Stephenson's Snow Crash (1992) was taken as a kind of ideological manifesto by the Silicon Valley techno-libertarian crowd (they're literally still trying to build the Metaverse). So my question is this - if astonishing novels like Islands in the Net and Vacuum Flowers are destined to little more than a forgotten half life in my memory, why has Neuromancer lived on?

I could natter about the prose, or the simple timing of a hacker novel about 20 seconds before computer hacking became a thing people had heard of, or the revolutionary way it treated the "infodump." I could spend even more time talking about cyberpunk's genre swagger; how it had an incredible propagandist in the form of 'my intellectual and literary hero' Bruce Sterling, how he managed to propagate the patently false idea that all science fiction in the early 1980s was crap and Neuromancer had come to save it...


Instead i'm mainly going to make a case about narcotics. Also teenagers. Teenagers on narcotics, in some cases. Nerdy teenagers being accidentally exposed to the whole wide world of transgressive fiction...

Monday, 27 January 2014

Cyberpunk Appendix N Part 2: Spooks!

"The Intersection of Paranoia and Technology"

(This series is all about cyberpunk literature and how it can inspire games. The last post covered Gibson's Sprawl Trilogy and 1950s noir. This one is all about espionage!)

The difference between a cyberpunk novel and a technothriller is the social dimension - the awareness of how technology filters down to the streets and is re purposed and reinvented by the society that uses it.

Or to put it another way, imagine the story after Dale Brown's superbombers have landed, been stripped for spare parts, their ECM systems reused in videogame software, the copper wiring ripped out and used to string illegal power connections between slum houses in the bomb craters...

Many - most, even - of the most famous cyberpunk stories are essentially espionage thrillers where the state-funded Bonds and Ryans have been retired or replaced by freelancers. Inspired both by the wave of corporate espionage stories in the 1970s and noir archetypes, these characters possess a very similar skill set to earlier spy characters, but drop the patriotism and jingoism in favour of punk cynicism (in the earlier stories) or a damaged idealism.  

William Gibson's Blue Ant Trilogy starts with a literary game: Pattern Recognition. A character with a name pronounced "Case" pursues Marly's subplot from Count Zero using a version of Colin Laney's nodal sense seen in All Tomorrow's Parties.  The major elements of 1980s science fiction fit seamlessly into a present day narrative. Gibson wasn't the first cyberpunk writer to write an almost doctrinaire genre story outside the science fiction genre, just the most prominent. 

Pattern Recognition also introduced the coolhunter into common parlance, and was one of the first books to really deal with viral marketing. The coolhunter relates to the modern pop culture landscape like an adventurer in a dungeon. One day I would love to run a game around the concept, although i'm not sure how it would work in practice. Certainly the GM shouldn't be the arbiter of "cool!"

Spook Country follows a group of spies and journalists through a dangerous search for a maguffin of deep political significance. The characters in Spook Country are older and wiser than Neuromancer, or else more conditioned. The centrepiece of the novel is an intricately described collision between underground factions, where rival ideologies express their differences through tradecraft. I've always been attracted to fanatical or highly trained characters, and Tito's group of interstitial "illegal facilitators" provides wonderful inspiration.


Thursday, 16 January 2014

A Cyberpunk Appendix N (Part 1)

Appendix N was the suggested reading list in the back of the original D&D rule book, and my inner (and outer) obsessive book nerd is demanding I write something similar for cyberpunk gaming. This isn't going to be a list of cyberpunk genre novels - you can find that anywhere - but a list of novels which provide specific inspiration for the kind of games I've tried to run: urban, international, criminal... drenched in style and sweat.