Notes Toward a Postcyberpunk Manifesto
by
Lawrence Person. Published in
Nova Express in 1998 and in
Slashdot in
October 8, 1999.
"Critics, myself included, persist in label-mongering, despite all
warnings; we must, because it's a valid source of insight-as well as
great fun."
-- Bruce Sterling, from the introduction to
Mirrorshades
Bud,
from Neal Stephenson's The Diamond Age, is a classic cyberpunk
protagonist. An aggressive, black-leather clad criminal loner with
cybernetic body augmentations (including a neurolinked skull gun), Bud
makes his living first as a drug runner's decoy, then by terrorizing
tourists for money.
All
of which goes a long way toward explaining why his ass gets wasted on
page 37 of a 455 page novel.
Welcome to the postcyberpunk era.
Arguably, science fiction entered the postcyberpunk era in 1988 with the
publication of Bruce Sterling's Islands in the Net. Just as
Sterling's The Artificial Kid encapsulated many of cyber-punk's
themes before the movement had a name, Islands in the Net
prefigured a growing body of work that can (at least until someone comes
up with a better name) be labeled postcyberpunk. But to understand
postcyberpunk, it's important to distinguish what cyberpunk was (and
wasn't) about.
Classic cyberpunk characters were marginalized, alienated loners who
lived on the edge of society in generally dystopic futures where daily
life was impacted by rapid technological change, an ubiquitous datsphere
of computerized information, and invasive modification of the human
body. William Gibson's Neuromancer is, of course, the archetypal
cyberpunk work, and this (along with early Gibson short fiction like "Johnny
Mnemonic" and "Burning Chrome,"
The
Artificial Kid, and the odd John Shirley work) is whence the "high
tech/low life" cliché about cyberpunk and its imitators came.
The
black-leather-and-chrome surface gloss was in large measure what
attracted media attention, but isn't what made cyberpunk the most
important science fiction literary movement since the New Wave.
Cyberpunk's lasting impact came not from the milieu's details, but the
method of their deployment, the immersive worldbuilding technique that
gave it such a revelatory quality (what John Clute, speaking of Pat
Cadigan, called "the burning presence of the future"). Cyberpunk
realized that the old SF stricture of "alter only one thing and see what
happens" was hopelessly outdated, a doctrine rendered irrelevant by the
furious pace of late 20th century technological change. The future isn't
"just one damn thing after another," it's every damn thing all at the
same time. Cyberpunk not only realized this truth, but embraced it. To
paraphrase Chairman Bruce, cyberpunk carried technological extrapolation
into the fabric of everyday life.
The
best of cyberpunk conveyed huge cognitive loads about the future by
depicting (in best "show, don't tell" fashion) the interaction of its
characters with the quotidian minutia of their environment. In the way
they interacted with their clothes, their furniture, their decks and
spex, cyberpunk characters told you more about the society they lived in
than "classic" SF stories did through their interaction with robots and
rocketships.
Postcyberpunk uses the same immersive world-building technique, but
features different characters, settings, and, most importantly, makes
fundamentally different assumptions about the future. Far from being
alienated loners, postcyberpunk characters are frequently integral
members of society (i.e., they have jobs). They live in futures that are
not necessarily dystopic (indeed, they are often suffused with an
optimism that ranges from cautious to exuberant), but their everyday
lives are still impacted by rapid technological change and an
omnipresent computerized infrastructure.
Neal
Stephenson's The Diamond Age is perhaps the most popular
postcyberpunk novel, though also worthy of consideration are Bruce
Sterling's Islands in the Net and Holy Fire, Ian
McDonald's Necroville (aka Terminal Cafe), Ken MacLeod's
The Star Fraction and The Stone Canal, Greg Bear's
Queen of Angels, Slant, and (parts of) Moving Mars,
Raphael Carter's The Fortunate Fall, some of Greg Egan's work
(Egan novels like Permutation City and Diaspora are so
wildly extrapolative that it's hard to fit them into any
category), and the first hundred pages or so of Walter Jon Williams'
Aristoi (among others).
Like
their cyberpunk forebears, postcyberpunk works immerse the reader in
richly detailed and skillfully nuanced futures, but ones whose
characters and settings frequently hail from, for lack of a better term,
the middle class. (And we do need a better term; here in the United
States, economic mobility has rendered the concept of "class" nearly
obsolete.) Postcyberpunk characters frequently have families, and
sometimes even children. (Children, rather than plucky, hyperintelligent,
and misunderstood teenage protagonists, being creatures all too lacking
in most science fiction.) They're anchored in their society rather than
adrift in it. They have careers, friends, obligations, responsibilities,
and all the trappings of an "ordinary" life. Or, to put it another way,
their social landscape is often as detailed and nuanced as the
technological one.
Cyberpunk characters frequently seek to topple or exploit corrupt social
orders. Postcyberpunk characters tend to seek ways to live in, or even
strengthen, an existing social order, or help construct a better one. In
cyberpunk, technology facilitates alienation from society. In
postcyberpunk, technology is society. Technology is what the
characters breathe, eat, and live in (in the case of Walter Jon
William's Aristoi or Greg Egan's Diaspora, live in the
literal sense of the word, with their selves (in part or in toto)
immersed in the datasphere). Postcyberpunk characters dwell in what
Sterling has dubbed "permanent technological revolution" even as we do
today.
Cyberpunk tended to be cold, detached and alienated. Postcyberpunk tends
to be warm, involved, and connected. (A nod here to Paul di Filippo's
half-serious "Ribofunk" manifesto.) Cyberpunk tended toward the grim,
while postcyberpunk is frequently quite funny (parts of The Diamond
Age shine most brightly in this respect, as do Ken MacLeod's works.)
It could even be argued that postcyberpunk represents a fusion of the
cyberpunk/humanist schism of the 1980s, but: A.) I'm happy leave that
particular can of worms to braver (or more foolhardy) souls, and B.)
Though many a cyber-punk's work has become more humanized, the reverse
doesn't seem to be true (John Kessel's recapitulation of Shiner &
Sterling's "Mozart in Mirrorshades" in Corrupting Dr. Nice
notwithstanding).
It
may have been Isaac Asimov (though I first heard it via Howard Waldrop)
who said there were three orders of science fiction, using the
automobile as an example. Man invents the automobile and uses it to
chase down the villain: adventure fiction. Man invents the automobile,
and a few years later there are traffic jams: social problem fiction. In
the third type, man invents the automobile, and another man invents
moving pictures: fifty years later, people go to drive-in movies. It is
this third order of fiction, social fabric fiction, that was at the
heart of cyberpunk. Yet many a cyberpunk tale used classic plot devices
(plucky young rebels topple decaying social order, etc.) to explore such
issues. The best postcyberpunk moves further into third-order science
fiction, the plot arising organically from the world it's set in.
Gardner Dozois's influential 1970s essay "Living the Future: You Are
What You Eat" made this very point, noting that future societies should
be depicted as "a real, self-consistent, organic thing." The
postcyberpunk viewpoint is not outside the fishbowl looking in, but
inside the fishbowl looking around. As a result, postcyberpunk
frequently skirts the edge of what can be described in late 20th century
English, be it the representation of data in fourth-dimensional Pikeover
space in Slant to the intelligence-enhancing something
that Maya realizes she's too old to embrace in Holy Fire.
Finally, there is the inevitable issue of generational relevance. Yes,
cyberpunk was about the early 1980s, while postcyberpunk is about the
1990s, and cyberpunk was largely written by people in their 20s and 30s, postcyberpunk by people in their late 30s and early 40s. But another
factor is at work. Many writers who grew up reading in the 1980s are
just now starting to have their stories and novels published. To them
cyberpunk was not a revolution or alien philosophy invading SF, but
rather just another flavor of SF. Like the writers of the 1970s and 80s
who assimilated the New Wave's classics and stylistic techniques without
necessarily knowing or even caring about the manifestos and ideologies
that birthed them, today's new writers might very well have read
Neuromancer back to back with Asimov's Foundation, John
Brunner's Stand on Zanzibar, and Larry Niven's Ringworld
and seen not discontinuities but a continuum. They may see postcyberpunk
not only as the natural language to describe the future, but the only
adequate way to start extrapolating from the present.
Answers to the inevitable questions: Is postcyberpunk a movement?
No. Aren't there cyberpunk or postcyberpunk works that don't fit
these definitions? Yes. Sterling's Schismatrix and his other
Shaper/Mechanist stories tend to defy this schema (though it becomes
more applicable if you consider "Moving in Clades," the last third of
Schismatrix, as postcyberpunk), and Cadigan seems to have run the
sequence in reverse. Aren't there many newer writers (Jack Womack,
Kathleen Ann Goonan, Linda Nagata, Nicola Griffith, etc.) whose work
might be labeled postcyberpunk but which you haven't gotten around to
reading yet? ?Tis true. Mea culpa. Aren't there books that came
out in the 1990s that look like postcyberpunk that don't fit your
definitions? Alexander Jablokov's Nimbus, Paul J. McAuley's
Fairyland, and, of course, Stephenson's Snow Crash, all
defy this taxonomy, or else must be regarded as mutant hybrids or late
arriving "classic" cyberpunk. Aren't these definitions rather hard
and fast? Not only that, they're ham-handed, Procrustean, and will
probably look misguided in many particulars a decade or so hence. Yet
postcyberpunk is a very real, and very vital, part of the modern science
fiction landscape. Necroville, Slant, and
Holy Fire,
for all their differences, have far more in common with each other than
they do with most works of modern science fiction as a whole, or even
with other books in the 10% of SF that isn't crap.
Of
all the mutant strains currently percolating through the science fiction
body politic, postcyberpunk is the one best suited to explore themes
related to world of accelerating technological innovation and
ever-increasing complexity in ways relevant to our everyday lives
without losing the "sense of wonder" that characterizes science fiction
at its best. This is not to say that postcyberpunk is the only game in
town; science fiction writers like Octavia Butler, Stephen Baxter, and
Jack McDevitt (to name but three) are all doing good work outside its
boundaries. But postcyberpunk is the most important game in town, and
the one best suited for honing the genre's cutting edge.
Copyright © 1998
Lawrence Person.
Lawrence Person is a science fiction writer and editor in Austin, Texas.
His work has appeared in (among others) Asimov's, Analog,
Reason, National Review, Liberty, and SF Eye.
He currently runs the latest incarnation of the Turkey City Writer's
Workshop with Bruce Sterling, and edits the Hugo-nominated small press
SF magazine
Nova Express.