Evolution of Cyberspace As a Landscape in Cyberpunk Novels
Total Page:16
File Type:pdf, Size:1020Kb
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Georgia Southern University: Digital Commons@Georgia Southern Georgia Southern University Digital Commons@Georgia Southern Electronic Theses and Dissertations Graduate Studies, Jack N. Averitt College of Fall 2004 Evolution of Cyberspace as a Landscape in Cyberpunk Novels Heather Holloway Follow this and additional works at: https://digitalcommons.georgiasouthern.edu/etd Recommended Citation Holloway, Heather, "Evolution of Cyberspace as a Landscape in Cyberpunk Novels" (2004). Electronic Theses and Dissertations. 173. https://digitalcommons.georgiasouthern.edu/etd/173 This thesis (open access) is brought to you for free and open access by the Graduate Studies, Jack N. Averitt College of at Digital Commons@Georgia Southern. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons@Georgia Southern. For more information, please contact [email protected]. THE EVOLUTION OF CYBERSPACE AS A LANDSCAPE IN CYBERPUNK NOVELS by HEATHER HOLLOWAY Under the Direction of David Robinson ABSTRACT Millions of people enter cyberspace on some level daily. This new technology has infiltrated society rapidly since the first computers were networked. Interestingly, cyberpunk, a sub-genre of Science Fiction, depicted cyberspace many years before mainstream society had ever conceived of it. This thesis explores the changes in science fictional representations of cyberspace by examining William Gibson’s Neuromancer and Neal Stephenson’s Snow Crash. In this work I contrast the metaphysical, found nature of the first cyberpunk representation of cyberspace with the homogenized, commodified reality of the last cyberpunk representation. INDEX WORDS: William Gibson, Neal Stephenson, Neuromancer, Snow Crash, Science Fiction, cyberpunk, cyberspace, metaphysics, cyberculture, transrealism 1 THE EVOLUTION OF CYBERSPACE AS A LANDSCAPE IN CYBERPUNK NOVELS by Heather Holloway B.A., Georgia Southern University, 2002 A Dissertation Submitted to the Graduate Faculty of Georgia Southern University in Partial Fulfillment of the Requirements for the Degree MASTERS OF ART STATESBORO, GEORGIA 2004 2 © 2004 Heather Holloway All Rights Reserved 3 THE EVOLUTION OF CYBERSPACE AS A LANDSCAPE IN CYBERPUNK NOVELS by HEATHER HOLLOWAY Major Professor: David Robinson Committee: Marc Cyr Janice Walker Electronic Version Approved: December 2004 4 DEDICATION I dedicate this work to my parents, Peggy and Larry Holloway, who loved and supported me even when there was no end in sight. 5 ACKNOWLEDGMENTS I want to thank Dr. David Robinson for his help and patience during the composition of this thesis. I appreciate his agreeing to take on this project and his undivided attention during the writing process. I also would like to thank Dr. Janice Walker, for agreeing to participate on this project, as well as for her invaluable insight into both novels, her insight into real life computer technologies, and her technical assistance in getting this thing formatted correctly! I also want to thank Dr. Marc Cyr for agreeing to work on a weird thesis about a weird thing called cyberpunk. Also, much love and thanks to Dr. Linda Rohrer Paige for five years of friendship and teaching. I want to thank my parents Peggy and Larry Holloway for putting up with their sci-fi geek of a daughter and for always believing in me and my crazy ideas, even when they wished I would quit talking about them. Also I want to acknowledge my friends, who listen to me prattle on about the most ridiculous nonsense for no good reason. Thanks to Julie Douberly, Janell Beamer, Stefanie Asher, Amy Smith, Lynn-Cee Faulk, and Crystal Noll for being there when I needed them. 6 TABLE OF CONTENTS Page ACKNOWLEDGMENTS .................................................6 CHAPTER I. Introduction .....................................................8 II. “Jacking In” and the Nature of Cyberspace ..........................15 III. People, Personalities, and Artificial Intelligences in Cyberspace .........35 IV. The Metaphysics of the Matrix: Death and God in Cyberspace ..........49 V. Conclusion ...................................................67 WORKS CITED .......................................................71 7 CHAPTER 1 INTRODUCTION Cyberspace is a concept, a theoretical construct or metaphor humans use to familiarize themselves with a confusing and omnipresent societal dependence on computer technologies. An intangible realm accessible only through a vast computer network, cyberspace is imaginary, yet millions of people transact important business within this medium daily. International banks exchange monies through cyber-actions. Single adults have met, courted, and become engaged, all without meeting one another in “real space.” The willingness of individuals to use cyberspace for such important and personal activities testifies to the fundamental conception each has of this nebulous space. Oddly, most people imagine cyberspace or the Internet in the same terms. The widespread acceptance of this technology was not predetermined, however. Two diametrically different ways in which to envision cyberspace exist. The two are mutually exclusive and affect even the most basic interaction within the space. The manner in which society as a whole has chosen to see cyberspace is as a liminal space which humans enter on a psychic level. By imagining the Internet as a real place, people allow themselves to “connect” with others in the medium. For this reason, “I met her on the Internet” is as logical an explanation of a night’s entertainment as “I met her in a bar.” The acceptance of this view is as phenomenal as it is significant, for another option seems more likely. Rather than seeing cyberspace as a real, nearly concrete space, culturally it could have been viewed as a barrier between communication ports. Rather than meeting someone in cyberspace, we could easily envision cyberspace as a venue into 8 which we send information. Just as one doesn’t really feel that they have “met” their pen pal, cyber-friends and associates would be less likely to feel as if they had actually interacted in a real space environment. This loss of a virtual, co-habitated space would make everything from meeting peers in chat rooms to transacting multi-national business deals more foreign a concept. Rather than exchanging information in a shared space, one would send information from a computer into a void, which would then translate that information to a user on another terminal. In a society which requires not just a handshake, but a signature, at least one witness, and an assurance of mental competence to sign a legal document, one would expect a far less accepting attitude towards the transient nature of the Internet, especially in matters of business. However, e-trade and e- business thrive in today’s economy. Though we have accepted the insurgence of Internet technologies as a matter of course, the change in our cultural perceptions constitute the most important paradigm shift in a century. At some point, the layperson’s idea of a computer changed from an inactive object within the landscape of a larger space into a conduit to an infinite and real space. It is important to note that cyberspace does not exist. We made it up to explain our relationship to a newly networked world. The widespread acceptance of this metaphor is amazing. At some point, people actually began to believe in the existence of cyberspace. Perhaps this willingness to believe stems from the sometimes religious clout given to cyberspace by science fiction writers. If so, these fringe writers have managed to affect their culture as much as any “respectable” writer in the past few decades. But the oft- 9 cited cyberpunk authors of the Eighties and early-Nineties were not the first people to conceive of a computer generated, virtual space. In 1951, Ray Bradbury published his collection of short stories The Illustrated Man. The first of these stories, “The Veldt,” presents a family living in a fully automated house. Lights flip off as dad leaves the room, and mom never has to get up to fetch the ketchup. The nursery accesses the children’s thoughts, manifesting them in a virtual playroom composed of “all dimensional superactionary, supersensitive color film and mental tape film behind glass screens” (10). The virtual reality created by this very expensive piece of technology takes the parents’ place in the children’s affections. Ultimately, Peter and Wendy, the kids, murder their parents by locking them in the playroom with preprogrammed, voracious lions. Bradbury’s is a cautionary tale, warning of the perilous path of dependence on new technologies. Though many SF writers profess a love of new technology, Bradbury distinguishes himself by eschewing technology, even the automobile and plane. His idea of a virtual space is dramatically different from cyberpunk authors and generally overlooked in relation to cyberpunk due primarily to the reasoning behind the creation of cyberspace. Bradbury warns of a future in which technology rules. William Gibson creates cyberspace for a completely different purpose. Rather than seeing cyberspace as an apocalyptic precursor, Gibson envisages the space as a way for humans to interact with the creative force. In Neuromancer, Gibson creates a transpersonal realm in which his hero, Case, may effect extraordinary change on a metaphysical level. It is in this work that Gibson coined