CW: alienation, body horror, violence, capitalism, any of the other frightening stuff Cyberpunk weighs and deals with.
“We never see the face of power in Blade Runner. Instead, we see an errand boy, Gaff, but we never see the top level. And Deckard doesn’t think about what he’s doing, he doesn’t really question it. Some power that is tells him to kill replicants, who might well essentially be people, but the whole point when he leaves with Rachel is that he doesn’t save the replicants. He saves Rachel and goes away. That’s not a hero’s tale. That’s somebody saving his skin and the skin of someone he cares about, but it’s very cyberpunk. That idea of feeling that the chance that we have with each other, and the chance of a better life, is worth incurring the wrath of these unseen and mighty powers.”
Reading an interview with Pondsmith and I’d like to hear him elaborate on this. Because Deckard is the villian, the ruthless cop assassin hunting down the former slaves who are fighting to claim a life they were never supposed to have. Deckard doesn’t save the replicants, the replicants save him. Roy has Deckard in his grasp, but at the end of his life he decides he’s done killing, he doesn’t need revenge, and lets Deckard go. Roy gives Deckard his freedom, gives Deckard his chance to stop being a cop, stop being a murderer, go be a human being for the first time in his life. So, I’d like to hear Pondsmith elaborate this because I’d like to know how he views Roy’s role in the Drama.
Look at what’s been going on in Russia right now and tell me the Soviet State isn’t still around. They just changed the paint and got a new symbol.
Oh no he’s a lib. : (
Still reading various takes (not just Pondsmith’s). It’s extremely weird to me that people think Deckard is the, idk, most important character in Blade Runner. He’s mostly passive. He follows his orders like a good dog. He has no real agency. It’s the replicants who have goals, agency, dreams, a future. Rick just exists.
OMG people whose opinions I’m reading, cyberpunk is about the alienation we experience due to our reliance on technology that is hostile to us. It’s not about metal arms or cool hair, it’s about how our increasingly high tech world is driving us all further and further apart, turning us in to machines ourselves, cogs in the corporate profit machine. Most of Gibson’s stories are about a band of freaks and losers coming together, finding something like family, and briefly escaping that alienation while punching someone much bigger than them in the jaw. That is the core theme; Technology hasn’t liberated us, it’s both subjugated us and atomized us. It’s not just about megacorps, it’s about corporations, which is to say large power blocs that aren’t accountable to anyone, which is to say capitalism, using tech to control us; by using violence against us, by controlling our labor, by stealing, hacking, subverting our attention. The central warning that the movement was screaming is that the furturist, positivist vision of a world where technology makes life free and easy wasn’t coming, that our machines were becoming our jailers. The “punk” isn’t about literal studded jackets and chelsea cuts and big black shitkickers, it’s about an ethos of defiance, of indifference to authority, of viewing the system as something that exists outside you, that you’re not part of and that cannot compel your obedience by any means but violence. The punk is being an outsider, a low life, a criminal, or just unemployed, in a world where the only way you get rights, healthcare, protection, real food, is selling you body and soul to a corporation. It’s that “eat trash be free” meme with the racoon. In so far as there ever was an authentic punk, which is a subject of constant debate, the hand-made, ripped out, outlandish and offensive clothes were a symbolic refusal to participate, to be part of the machine. Most of them were never really outside, but that was what was desired, what was trying however ineptly to be accomplished. The individualistic helplessness of the punks, their inability to conceptualize revolution or take meaningful action against their society, was a reflection of the “what no theory does to a mf” of the desolate ideological wasteland of 80s suburbia.
V’s fucking thrilled about her cyberware. You never see her saying “man I fucking hate these immune suppressants I’ve been shitting water since I got my first network implant”. You never see her startle when she looks in the mirror and sees something that isn’t her staring back. She never wakes up with bruises because she had a nightmare and hit herself with her own chromed up arms hard enough to leave marks. You don’t see her cussing as she limps around trying to find her toolkit because the joints in her leg seized. you don’t see her suffer.
Very enjoyable read. I loved that particular Rick Roderick lecture myself- he’s fun to watch. I think there’s one thing here that helps tie together several of the themes and tropes associated with Cyberpunk- whether machines/cyborgs/androids, virtual realities and the internet, postmodernism, etc, and that’s the post-Marxist tradition of thought in which several of these themes originate. Marx was the one who tied together ideas about productive power, technology (automatons and proto-cybernetics specifically, too, which also manifested in the later Communist obsessions with cybernetics) qualitatively changing human experience, machines dominating humans, alienation in both the technical and mundane sense, vast income inequality (arguably a feature of all major cyberpunk to date,) due to runaway capitalism, and fears of oligopolies and megacorporations, all in that particular form that cyberpunk authors repeated, even if they weren’t citing him specifically. Baudrillard and Lyotard are both working within a post-Marxian tradition as well, as their writings on postmodernism attest. Marxism always had an inherent connection to sci-fi (also see Star Trek, which has more than a little Marx in its DNA, too, but on the utopian end,) but I think Cyberpunk is specifically where Marxian themes can be found most directly in popular culture (which is of course not to suggest that these authors or works are Marxist themselves.)
I also bring this up more generally because a lot of people love Cyberpunk aesthetics and the anarchic, labyrinthine, high-tech and high-speed vision associated with a lot of it, and of course that stuff is cool in many ways, but it’s also important to remember that Neuromancer, for example, is explicitly a dystopian novel, as that Rick Roderick lecture so wonderfully explains. That future, at least for several of the main authors, is supposed to be disturbing and not simply exciting, which is key to a lot of the philosophical discussions it generates.
This post from ten years ago fucking nails it and is very different from a lot of modern discussions that view cyberpunk as casual entertainment and aesthetic.
Also, why does everyone in the Cyberpunk 2077 have all the ports FOR THEIR BRAIN open and their wifi turned on? The quickhacking thing just bugs me, it doesn’t make any diegetic sense.
Like I see a few options
No one has any encryption on their cyberware and they just keep all their ports open and their wifi on and discoverable at all times
Somehow a little nobody rookie has backdoors for alll of the cyberware, including both commercial stuff and heavy-hitter military and security cyberware, and can execute them on the fly with no resistance
Somehow V has a deck that can cut through all enemy encryption in seconds, suggestion that they have, like, 2 bit encryption and their passwords are stored as plaintext.
It took me a while to figure it out but the whole quickhack system in the game is a magic spell system with a tech veneer. Like you can set people on fire with a hack? How? Like literally how does that work? People’s cybernetics should blow physical fuses before something like that is possible. There are lots of things you could do that would make diegetic sense - get in to their eyes and ears and spin their sensory environment around until they fall over and puke, spoof random sensory input to induce some kind of seizure, flip their contrast and saturation from 0 to 100 so they effectively can’t see anything, spoof their visual input so they walk in to wall. Trigger emergency fail-safes to force their systems to eject batteries or coolant, or other safety features that would render them incapacitated. Just blast really loud music at them from their own augments. But setting them on fire? How? What is even happening there? There should be built in firmware or even hardware limiters to prevent most things that could be really dangerous to the user from happening. And then things like hijacking someone’s entire motor system to make them grab and ready one of hteir own grenades, then set it off while they’re holding it? How does that work? Taking over another person’s entire motor system, their prioception, that does not seem trivial. Like it’s not just moving the hand, it’s know there is a grenade or whatever, knowing where it is in relation to their hands, maneuvering the hands there while the victim probably doesn’t want you to do that, going through the whole multi-step process of arming a grenade, and then preventing them from doing anything aboutit for the next five seconds.
Like none of htat is trivial, that’s all a very complicated operation. Like setting aside why would people even have their motor neurons open to the internet, you’re doing a lot of complex stuff on the fly. and you’d think pretty much anyone who shoots people for a living would very specifically have hardware, software, and firmware level protections against someone doing that exact very precise thing.
I can kind of accept that every single thing in the future has built in internet-of-things bullshit with no security so you can glitch TVs and make soda machines dispense junk, but as a proud, dedicated pedantic grognard asshole I really struggled to suspend my disbelief with the quickhacks, especially when I was able to instantly run hacks on heavily borged out gang hitters or US army combat mechs.
Idk, it’s just like, you’re this nobody, and six months later yo should still be a nobody, and as a nobody you should have to be clever. Like find a node for a network, access it, overcome it’s security, then you can control device on that network specifically. Being able to brute-force smash your way in to other people’s cyberbrains should be high end stuff, something you work towards and unlock gradually. like, congratulations, you did a job for a corp and as a bonus to your pay they gave you some zero-day exploits for eyes manufactured by one of their competitors, so now when you encounter dumbass cops or street level shooters who don’t keep their firmware up to date you can mess up their vision if they use that brand of hardware.
But it’s not that at all, it’s just magic spells that inflict status effects. It didn’t make me feel like a cool wizard hacker, or any kind of hacker. It made me feel like i was playing an action RPGFPS.
Like, hell, if I was going to do it, the only way to get in to a military cyberbrain would be if you had some fancy sci-fi bullshit single use quantum cryptography sledgehammer you could use to smash through their encryption, and those would be expensive, hard to come by, extremely illegal, and would still have limits - They’d have to have their radios on, and you’d only have a short amount of time to fuck around in their head before whoever was running the squad’s network security booted you.,
Idk, I clearly want very different things from teh game, or any game that’s trying to reflect the genre, than the vast majority of people playing it.
The disconnect here is that you’re thinking of this from a technology perspective and working forwards, while the game is thinking about it from a gameplay perspective and working backwards. This is exacerbated by the game being a power fantasy first and foremost. In such a game, where you regularly gun down dozens of corporate security or gang members without having to worry about the hammer of MAXTAC ever being brought down on you, if “hacking” is going to be part of the gameplay loop, it has to be a viable alternative to a gun. Which means it has to be fast, lethal, and freely available.
As for safety devices, cyberware all lacking any sort of security because that would cost money (see: the $11 part that would have stopped the Ford Pinto’s fuel tank from being punctured) is at least in-genre.
That’s a good point. It is wacky how how ridiculously OP V becomes very quickly. In most Cyberpunk stories it’s very, very important not to draw notice from the corps or the cops because no matter how bad ass you are you’re not more badass than a wired up Knight or Direct Action kill team, and if you really cause a problem Ares or Aztechnology can and will hit you with attack helos, air strikes, or if you’re really annoying orbital bombardment. CP2077 wants you to play loud, flashy, and dumb in a way that’s usually not typical
Shit that’s not even the worst thing Aztechnology could do to you if I’m remembering right; I’d rather have Ares or Knight Errant pissed off at me before AZT
Word. And people have been giving me some challenging reading about orientalism in cyberpunk, and it’s got me thinking - i like Aztechnology in that having one of the most powerful of the megacorps be central American and (not necessarily good representation, but) built on mesoamerican nationalism breaks the mold of only Europeans - Krupp, Bayer, Lockheed, MSFT - being allowed to weild power on a geopolitical level, but then on the other hand having pop culture representations of mesoamerican culture ascribed to a big scary evil corp can be orientalism aimed south and bad representation. I’d love to read some thought about how to break the tendency to center all geopolitical power in Europe while providing good, substantial representation and avoid falling in to the trap of having a foreign nationalism become a stereotyped, sinister other.
Like, legit, being a white euro American storyteller and trying to incorporate other cultures in to your story in a way that provides respectful, substantial representation is a constant problem of learning, fixing mistakes, and practicing humility and i’m always keen for more prespectives and discussion.
The original design entailed getting physical connections to local networks, like grabbing someone and jamming a cable into their skull or later making physical contact with a monowire whip that could deliver payloads while literally cutting through the wiring of their implants.
That all got scrapped for gameplay and development reasons to create the paradigm of like “hackers are RPG backline mages who toss out debuffs and dots, dialed up to make them viable for solo play since that’s all there is” alongside the muddier “berserk users are DPS tanks with big guns” and “sandevistan users are melee glass cannons that have to dodge tank” paradigms.
Yeah come to think of it it is pretty weird that you have an implant that makes you immune to bullet and then heals you when you stop killing people. : p
Idk where but I say some vids from someone working on a biopunk game where one of the mechanics was you could take organs from defeated enemies and stick htem in yourself to change your stats. no compatibility worries, no stats, you’d just be like “Damn, that’s a nice spleen. Shame to just leave it for the racoons” and stuff it in your chest cavity. Seemed like a fun gross take on cybernetics.
This one sounds about two steps away from Cruelty Squad and I respect it
You would really enjoy reading FrankTrollman’s Ends of the Matrix supplement for Shadowrun 4E.
It’s the best take I’ve personally seen on the “why” of allowing netrunning to exist at all.