Punk’d.
All of these strategies can produce terrific stories. But none seems capable of generating the sort of excitement cyberpunk once did, and none has done much better than cyberpunk at the job of imagining genuinely different human futures. We are still, in many ways, living in the world Reagan and Thatcher built—a neoliberal world of growing precarity, corporate dominance, divestment from the welfare state, and social atomization. In this sort of world, the reliance on narratives that feature hacker protagonists charged with solving insurmountable problems individually can seem all too familiar. In the absence of any sense of collective action, absent the understanding that history isn’t made by individuals but by social movements and groups working in tandem, it’s easy to see why some writers, editors, and critics have failed to think very far beyond the horizon cyberpunk helped define. If the best you can do is worm your way through gleaming arcologies you played little part in building—if your answer to dystopia is to develop some new anti-authoritarian style, attitude, or ethos—you might as well give up the game, don your mirrorshades, and admit you’re still doing cyberpunk (close to four decades later).
It was not one or two or a mere scattering of women, after all, who participated in women’s renaissance in science fiction. It was a great BUNCH of women: too many to discourage or ignore individually, too good to pretend to be flukes. In fact, their work was so pervasive, so obvious, so influential, and they won so many of the major awards, that their work demands to be considered centrally as one looks back on the late ’70s and early ’80s. They broadened the scope of SF exploration from mere technology to include personal and social themes as well. Their work and their (our) concerns are of central importance to any remembered history or critique. Ah ha, I thought, how could they suppress THAT?!
This is how:
In the preface to Burning Chrome, Bruce Sterling rhapsodizes about the quality and promise of the new wave of SF writers, the so-called “cyberpunks” of the late 1980s, and then compares their work to that of the preceding decade:
“The sad truth of the matter is that SF has not been much fun of late. All forms of pop culture go through the doldrums: they catch cold when society sneezes. If SF in the late Seventies was confused, self-involved, and stale, it was scarcely a cause for wonder.”
With a touch of the keys on his word processor, Sterling dumps a decade of SF writing out of cultural memory: the whole decade was boring, symptomatic of a sick culture, not worth writing about. Now, at last, he says, we’re on to the right stuff again.
Is something broken in our SF? Oh dear God and all those little fishes, yes, of course, indeed—but it goes so very terribly much further than the horrid enclitic. SF, as such, requires a novum new and big and strong enough to estrange us all to a cognitive breakthrough—and oh, God, the power required to effect the change we need now is so great—the responsibility demanded—we couldn’t—we couldn’t possibly—