Now I'm the farthest thing from a Luddite ladies and gentlemen, but when I contemplate this particular technical marvel my author's blood runs cold... It's really hard for books to compete with other multisensory media, with modern electronic media, and this is supposed to be the panacea for withering literature, but from the marrow of my bones I say get that fucking little sarcophagus away from me. For God's sake don't put my books into the Thomas Edison kinetoscope. Don't put me into the stereograph, don't write me on the wax cylinder, don't tie my words and my thoughts to the fate of a piece of hardware, because hardware is even more mortal than I am, and I'm a hell of a lot more mortal than I care to be. Mortality is one good reason why I'm writing books in the first place. For God's sake don't make me keep pace with the hardware, because I'm not really in the business of keeping pace, I'm really in the business of marking place.
Okay.... Now I've sometimes heard it asked why computer game designers are deprived of the full artistic respect they deserve. God knows they work hard enough. They're really talented too, and by any objective measure of intelligence they rank in the top percentiles... I've heard it said that maybe this problem has something to do with the size of the author's name on the front of the game-box. Or it's lone wolves versus teams, and somehow the proper allotment of fame gets lost in the muddle. One factor I don't see mentioned much is the sheer lack of stability in your medium. A modern movie-maker could probably make a pretty good film with DW Griffith's equipment, but you folks are dwelling in the very maelstrom of Permanent Technological Revolution. And that's a really cool place, but man, it's just not a good place to build monuments.
Okay. Now I live in the same world you live in, I hope I've demonstrated that I face a lot of the same problems you face... Believe me there are few things deader or more obsolescent than a science fiction novel that predicts the future when the future has passed it by. Science fiction is a pop medium and a very obsolescent medium. The fact that written science fiction is a prose medium gives us some advantages, but even science fiction has a hard time wrapping itself in the traditional mantle of literary excellence... we try to do this sometimes, but generally we have to be really drunk first. Still, if you want your work to survive (and some science fiction *does* survive, very successfully) then your work has to capture some quality that lasts. You have to capture something that people will search out over time, even though they have to fight their way upstream against the whole rushing current of obsolescence and innovation.
And I've come up with a strategy for attempting this. Maybe it'll work -- probably it won't -- but I wouldn't be complaining so loudly if I didn't have some kind of strategy, right? And I think that my strategy may have some relevance to game designers so I presume to offer it tonight.
This is the point at which your normal J. Random Author trots out the doctrine of the Wonderful Power of Storytelling. Yes, storytelling, the old myth around the campfire, blind Homer, universal Shakespeare, this is the art ladies and gentlemen that strikes to the eternal core of the human condition... This is high art and if you don't have it you are dust in the wind.... I can't tell you how many times I have heard this bullshit... This is known in my field as the "Me and My Pal Bill Shakespeare" argument. Since 1982 I have been at open war with people who promulgate this doctrine in science fiction and this is the primary reason why my colleagues in SF speak of me in fear and trembling as a big bad cyberpunk... This is the classic doctrine of Humanist SF.
This is what it sounds like when it's translated into your jargon. Listen closely:
"Movies and plays get much of their power from the resonances between the structural layers. The congruence between the theme, plot, setting and character layouts generates emotional power. Computer games will never have a significant theme level because the outcome is variable. The lack of theme alone will limit the storytelling power of computer games."
Hard to refute. Impossible to refute. Ladies and gentlemen to hell with the marvellous power of storytelling. If the audience for science fiction wanted *storytelling*, they wouldn't read goddamned *science fiction,* they'd read Harpers and Redbook and Argosy. The pulp magazine (which is our genre's primary example of a dead platform) used to carry all kinds of storytelling. Western stories. Sailor stories. Prizefighting stories. G-8 and his battle aces. Spicy Garage Tales. Aryan Atrocity Adventures. These things are dead. Stories didn't save them. Stories won't save us. Stories won't save *you.*
This is not the route to follow. We're not into science fiction because it's *good literature,* we're into it because it's *weird*. Follow your weird, ladies and gentlemen. Forget trying to pass for normal. Follow your geekdom. Embrace your nerditude. In the immortal words of Lafcadio Hearn, a geek of incredible obscurity whose work is still in print after a hundred years, "woo the muse of the odd." A good science fiction story is not a "good story" with a polite whiff of rocket fuel in it. A good science fiction story is something that knows it is science fiction and plunges through that and comes roaring out of the other side. Computer entertainment should not be more like movies, it shouldn't be more like books, it should be more like computer entertainment, SO MUCH MORE LIKE COMPUTER ENTERTAINMENT THAT IT RIPS THROUGH THE LIMITS AND IS SIMPLY IMPOSSIBLE TO IGNORE!
I don't think you can last by meeting the contemporary public taste, the taste from the last quarterly report. I don't think you can last by following demographics and carefully meeting expectations. I don't know many works of art that last that are condescending. I don't know many works of art that last that are deliberately stupid. You may be a geek, you may have geek written all over you; you should aim to be one geek they'll never forget. Don't aim to be civilized. Don't hope that straight people will keep you on as some kind of pet. To hell with them; they put you here. You should fully realize what society has made of you and take a terrible revenge. Get weird. Get way weird. Get dangerously weird. Get sophisticatedly, thoroughly weird and don't do it halfway, put every ounce of horsepower you have behind it. Have the artistic *courage* to recognize your own significance in culture!
Okay. Those of you into SF may recognize the classic rhetoric of cyberpunk here. Alienated punks, picking up computers, menacing society.... That's the cliched press story, but they miss the best half. Punk into cyber is interesting, but cyber into punk is way dread. I'm into technical people who attack pop culture. I'm into techies gone dingo, techies gone rogue -- not street punks picking up any glittery junk that happens to be within their reach -- but disciplined people, intelligent people, people with some technical skills and some rational thought, who can break out of the arid prison that this society sets for its engineers. People who are, and I quote, "dismayed by nearly every aspect of the world situation and aware on some nightmare level that the solutions to our problems will not come from the breed of dimwitted ad-men that we know as politicians." Thanks, Brenda!