Thursday, September 12, 2013

Neuromancer Online

In 1984, William Gibson wrote the hit science fiction novel Neuromancer, a novel which would later be classified under a new sub-genre of science fiction known as cyberpunk.
File:Neuromancer (Book).jpg
Neuromancer tells a tale of Cyberspace and a hacker
Cyberspace is the manifestation of the internet as a virtual reality, a theme that recurs in the Japanese light novel Sword Art Online (which I admit has a much more lackluster plot in comparison). Sword Art Online follows the evolution of gaming into virtual reality massive multiplayer online role playing games (VRMMORPG's) as the latest form of entertainment.
File:Sword Art Online light novel volume 1 cover.jpg
Sword Art Online is currently an ongoing light novel series spawning over 14 volumes at approx. 250 pages each
Past this common connection, the stories are massively divergent from one another, starting with the technological limitations in Sword Art Online where consciousness cannot be saved and artificial intelligence is limited past the presence of outliers here and there. The second key difference is in the general theme and tone of the stories. SAO focuses less on darker present day problems and focuses more on expanding upon youth culture and its heavy influence on cyberspace as well as the way by which relationships develop over a less personal online community (though unfortunately many of these complex themes are obscured by cliches and teen fantasies). 
Neuromancer focuses on the reality portion of its universe and the scarred adults that rule it, where people exploit the Matrix for their personal gain, get high off of cocaine, and lose themselves immersed in the fanciful temptations of cyberspace. As William Gibson describes, Neuromancer was also a novel that was to make room for anti-heroes compared to stereotypical 'good guys' like the protagonist Kazuto Kirigaya is SAO. The main character of Neuromancer, Henry Case, is selfish and seeks nothing but personal gain in order to seclude himself in an Eden of drugs and guilty pleasures, as seen when he easily discards the heroine of the novel to pursue his cocaine addiction. Neuromancer seems to take influence from and add commentary to the self destructive nature of the counter culture.

SAO focuses on way that cyberspace has transformed our relationships with our peers, the meaningless yet quintessential aspects of gaming and the trending teen culture towards gaming as a form of accomplishment, social education/development, and medium for building complex relationships between one another through set goals and artificial adversity. Neuromancer discusses the implications such an internet centered lifestyle has on reality, where harsh truths must be forcibly accepted and naive ideals cannot survive. William Gibson promotes the anti-hero as a wake-up call to escapism and the self-destructive nature of man in the face of overwhelming convenience, perhaps countered by SAO's game-completionist aspect which states that people must overcome problems in order to become stronger?

3 comments:

  1. Do both stories have similar themes perhaps due to their similar genres despite being divergent from one another?
    Which did you personally enjoy better and why?

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  2. I think you bring up a good point that cyberspace really has transformed our relationships with people. It has taken away the actually physical contact so deeply intertwined with communication. Like right now, I can't see you, you can't hear me, but we are still talking to each other through keyboards and computer monitors. Is this for the better or worse? And do you, personally, see gaming as a form of accomplishment?

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    Replies
    1. I think your question would be better asked of the homogenity of modern culture.

      Gaming is a form of accomplishment. It's mentally stimulating (in the case of good games) and recognized as a sport. Victory and progression are moral values that not all humans can achieve, simply because there must be losers. It's a shame that an aspiring construction worker who wants to become a famous singer may never realize this dream.

      I would not underestimate the power of "small victories" as they are present in video games. Obviously, I would prefer to talk to you in person, read your lips, hear your intonation, and interpret your gestures; that is an aspect of human interaction that should never disappear. But if this is thought of more as an augmentation to our communication in the real world, is this not for the better?

      The important thing is to never use the internet as a barrier, but as a gateway.

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