Is Cyberpunk the Counterculture
of the 1990's?
The Red Light District of the Virtual Community
As that amorphous zone called cyberspace comes
into being, it is clear that its terrain is not what many of its advocates
would like to claim. The shape of cyberspace was meant to be antiseptic,
hierarchical, clean and seamless, like a Pentagon war room; for, after
all. the ARPANet (today's Internet) was meant to make the automation of
warfare more efficient... and when the brains of NSFNet got to work with
it, they imparted their seal of possession - with their preferred model
being the hermetically sealed scientific laboratory, the ivory tower of
pure, untrammeled research and uninterrupted discourse. These two models,
the war room and the science lab, were the early basis for computer networks.
And then along came the first party crashers. Their model was a different
one - Chiba City from William Gibson's Neuromancer. A town of taverns
known for being fast, dangerous, exotic, and wild.
"Virtual community" enthusiasts saw
many possibilities for the new networking technologies. People's could
link up around common interests and concerns and unite in ways that geography
normally would prevent. The net could unite technologists, artists, poets,
philosophers, and activists in new projects for transforming society. But
they still had a somewhat antiseptic vision. Their vision had no room for
pranks, commerce, conflict, braggadocio, propaganda, or adventure. Their
communities, if created, would look too much like the planned communities
of suburban life - you know, the ones walled off from the rest of the world
with perfectly trimmed landscapes and ostentatious porticoes. But the new
uninvited guests were children of the inner city. At least, the inner city
of the imagination, if not that of 'realspace.'
By the mid-1980s, it was apparent
that cyberspace had a lot of frontier zones where all kinds of highwaymen
and con artists plyed their trade. These people were not all shiny, happy
riders of the Great Information SuperHighway. Some had a downright attitude.
They wanted to screw the system, to throw a monkey wrench in the churning
corporate gears of the telecom companies. They had had predecessors: the
'hackers' of MIT who considered no locked door or password to be an obstacle;
the 'phreaks' of the 70s who 'blue boxed' their way into 20-way conference
calls; and the 'pirates' who thought no software protection system should
be left uncracked. These were the problem children of Operation Sundevil.
They read a particular kind of sci fi genre which offered a dystopian,
techno-entropic future. The name of this genre was cyberpunk.
Hacking the Old Counterculture
It has long been a truism of American political
thought that there is a 30-year cycle of American politics, alternating
between conservatism and experimentation. America had just come out of
a conservative decade in the 1980s, and everyone was expecting that something
like the 1960s would be coming again in the 1990s. To meet this retroexpectation,
fashion designers eagerly complied, recycling all kinds of things from
earth shoes to Nehru jackets. No one knew what the 90s would bring - people
talked about a new fiscal sensibility, a new stay-at-home attitude (cocooning),
and maybe a new simplicity. Nothing that really looked like a counterculture;
just a cultural retrenchment. And then Time magazine, that great
barometer of American life, told us who the counterculture would be: the
cyberpunk. A new youth explosion was underway - but this was a Generation
Xplosion, which meant taking to the airwaves instead of the streets.
People quickly found out this new
counterculture was not quite like the old one. They preferred the rave,
with its hyperaccelerated remixed digital music, to simple acoustic folk
songs; their drug of choice was Ecstasy, not pot. These were not New Age
flower children looking for "peace and love"; instead they were New Edge
hiphoppers out for "tech and cred." Rather than having some kind of 'back
to nature' romanticism, these folks preferred the urban disorder of the
city, and they saw technology as their weapon of choice, not the enemy.
Their heroes were not the Hippies of Peoples' Park - instead they looked
to the pioneers of pirate radio as their icons. Not surprisingly, old countercultural
types like Timothy Leary, John Perry Barlow, and Robert Anton Wilson quickly
joined their ranks, proclaiming cyberpunk was the next wave of struggle
against the System and all it stood for.
Their were superficial similarities,
of course. The cyberpunks had a curious enthusiasm for neurochemicals,
especially ones that they claimed increased energy, intelligence, or memory,
although they rejected the idea that drugs might lead to some kind of peace
or mystical harmony. They eschewed political activism, civil disobedience,
and protest marches. Intead, they preferred a more essential form of the
guerilla strike - one that used the phone lines rather than the picket
line. There was no point in asking the Man for anything. Simply pick up
your keyboard and take what you want from him, 'cause he won't give it
to you.
Challenges to the Norms of the Emerging Information
Order
In order for cyberpunk to be a counterculture,
there had to have been a culture it was rebelling against. And sure enough
there was. It was the culture of the multinational corporation, which viewed
information as proprietary; the culture of the new information and service
economy, which offered rebellious underachivers only McJobs or McData Processing
positions; and the culture of the Computer Establishment, which made lots
of dumb rules about where one could and could not go in cyberspace. The
slogan of the old counterculture was "Make love, not war." How nice. But
the slogan of the new counterculture was less romantic, and more matter
of fact. "Information wants to be free."
The rebelliousness of that slogan
does not seem evident at first glance. But when you think about it, it
is as dangerous as any other manifesto. They meant all kinds of
information. How to eavesdrop on people. How to rig vending machines and
pay phones. How to bootleg music concert tapes. How to snatch classified
information from the government. How to write viruses. How to write logic
bombs which paralyze computer systems. How to break into corporate voice
mail. How to get satellite or cable TV for free. How to make pipe bombs
and homebrew your own LSD. How to sabotage the workplace. How to break
into databases. Even how to get information about other people -
things we might consider a matter of privacy - and how to use it against
them.
In a multinational Information Order, where
publishers of movies, software, books, and other forms of information (genome
sequences? indigenous knowledge?) are increasingly trying to establish
a monopoly standard of intellectual property (through treaties such as
GATT) so no one else will grab their cash cow (especially somebody in the
Third World), and other corporations are zealously seeking to guard their
proprietary 'trade secrets' from industrial espionage, the slogan "information
wants to be free" is a ticking time bomb. The multinational corporation
wants complete control over information, to hoard the data that monitors
their market penetration and investment opportunities. Information is the
lifeblood of the multinational corporation, which must always be watching
the stock market in several time zones. If someone is sitting there messing
with the pipeline, the CEOs understandably get a little nervous.
Wielding Power in a Cybernetic Age
It is somewhat of a truism that as computers
control more aspects of society, the people who can control those computers
also have more power. Computers route our transportation systems, manage
our commerce, enable us to communicate with one another, automate many
aspects of our lives, and maintain a great deal of information on each
and every one of us. They do the business of the State and the Corporation.
Thus they are prime targets for the discontent of the disaffected. Don't
like your boss? Reroute all his incoming phone calls to a sex chat line.
Don't like your teacher? Hack into the school and "fix" your grades. Don't
like your friend? Just "adjust" their credit rating. Pissed off at society?
Retime the downtown traffic lights. Mad at the government? Blitz every
fax machine on Capitol Hill with drawings of Zippy the Pinhead.
So many people depend on computers
for their lives, that any group which can take control over computers have
a lot of power. The cyberpunks know this. They often proclaim that there
is a higher social mission to their misdeeds. By crashing the phone system,
they want to prove that the phone system is unsuitable. By penetrating
a security system, they claim, they want to show how laughable society's
reliance on technology for security is. By reading your email, they want
you to come to realize that the government is probably reading it too,
and you should protect yourself with encryption.
Virus/logic bomb/Trojan writers see themselves
as the vanguard of the movement - they are the Weather Underground of the
cyberpunks. Computers control too many aspects of our lives - there's no
point in hacking into the System here or there. Let's just shut 'em down.
Infecting the government's computers with a virus is not just a prank.
It's political terrorism. Imagine what would have happened if someone was
able during the Persian Gulf War to infect the military C3I system with
a virus and paralyze the U.S.' force coordination ability. That would have
stopped the war a lot sooner than any "give peace a chance" sit-in. In
the cybernetic age, 'direct action' has taken on a new meaning.
The "Social Organization" of the Computer
Underground?
Gordon Meyer wrote a paper a few years ago
by this very name. Basically, he chose to look at the computer underground
as a loose confederation of criminal organizations. This is generally how
the Secret Service views the matter, although cyberpunk partisans protest
there is an important social and political importance to their actions;
so say their manifestoes, anyway. However, if cyberpunk really were some
sort of countercultural movement, one might expect to see some sort of
solidarity or cooperation. Cyberpunk apparently fails in this regard,
because their seem to be no united "goals" for the movement. There are
people hacking over here, hacking over there, but no common coordination,
goals, or structures to be found. Cyberpunks are notorious for ratting
on each other and turning each other in. And they are famous for backstabbing
each other in every way possible. Hacker paranoia is legendary - they don't
trust anybody, and since most of them use "social engineering" to trick
people, they expect others to try and trick them.
There is no wrath like that of a
cyberpunk scorned. They find extravagant ways of wreaking revenge on others
who claim to be better hackers than they are. This is where cyberpunk fails
as a true counterculture. Despite the slogans and manifestoes, there does
not seem to be a unifying ethos. There are attempts to "hack" out a Hacker
Ethic - you should redistribute pirate software, not sell it yourself for
profit, etc. - but no attempts to enforce it or make it a true standard.
Most computer undergrounders really don't have any sense of a grand social
mission for their activities. It's just a way for them to get things they
want for free and to go places where nasty grownups force them to get expensive
accounts for before visiting.
They'll steal some little old lady's phone
card number as quickly as they'll rob WATTS service from some big corporation.
There does not really seem to be
a social organization to the computer underground, because most cyberpunks
are loners, working for themselves. Some hang out in groups like TAP or
2600, but they only do so to share codez or hacks or other information
- there is no real effort to collaborate on projects. Sociologists really
don't know what the demography of the CU is. Most assume that the average
cyberpunk is a white suburban American male; a socially inept adolescent
with poor hygiene. Maybe this is the demographic average, but no one's
really done the studies to figure it out. This picture hides the growing
internationalization of the hacker trade, as more and more of the Third
World starts to resent the information monopolization of the First World.
Outside the U.S., in fact, the political dimensions of cyberpunk come more
into focus, because the motives for computer theft are true need, not suburban
boredom and adolescent rebelliousness.
CyberPolitics: is there any?
While few cyberpunks are explicitly politically
active in the classical sense (most do not vote), in their discussions
with each other, an implicit politics does emerge. The underlying value
system of most cyberpunks is libertarianism. The government just has no
bloody business telling you what you can and cannot do with your modem,
or what information you can acquire or send, or what you put into your
body, or what you do with your money. For most of them, privacy is an important
issue - they're tired of the government reading their mail and maintaining
data on them (who watches the Watchman, after all?), so they use cryptographic
methods to protect their communications and transactions.
Since data encryption theory and
technology is supposed to (in theory) be under the sole control of the
National Security Agency (ciphers are classed as 'munitions' vis-a-vis
foreign export), providing people with public-key cryptography is also
a rebellious act. The CUers who do so are called "cypherpunks," and they
feel that people should use encryption to protect themselves from the State,
and decryption to access the classified information that it so jealously
guards from them. Some "cypherpunks" believe encryption can ultimately
destroy the State - if one enciphers their monetary transaction, taxation
will become impossible. It's not for no reason that many of them are called
"cryptoanarchists."
Cyberpolitics is basically informed
by a lot of what's going on in the general culture. Chaos theory, postmodernism,
Dadaism, and Situationism (especially the latter's use of elaborate pranks
and cultural detournement to savage 'the spectacle') attitude influence
the pessimism of much of cyberpunk politics. The cyberpunk relies on the
detritus society casts away - shredded phone system documents, junked electronics
equipment, and dumped password printouts - for much of his trade. In many
ways, his politics is just one of parasitism. Society is not going to improve
very much, but the cleverest "console cowboys" will be best prepared to
exploit the situation and turn it to their advantage.
Grime and Bamboozlement: Thinking about InfoCrime
If you broke into somebody's house and took
nothing of value and locked the door on the way out, did you commit a crime?
What if you rearranged all the posters on the wall, opened and closed all
the drawers, and copied everything that was in the person's notebooks,
but still didn't take anything of value? Have you committed a crime? What
about if you copied what was in the homeowner's diary, or used their stereo,
or broke some of their glasses? Now it becomes a bit more tricky. So it
goes with computer hacking. Many computer 'intruders' do malicious things
- erase data, leave Trojan horse programs or logic bombs or viruses, read
personal mail, or harass other users. Yet others break into computer systems
for the same reason that people climb Mt' Everest. Because it's there.
If one breaks into a computer, copies information
normally publically available anyway, and doesn't delete or change anything,
there might be little evidence they were ever there. However, many computer
network administrators are trained exactly to watch telltale signs of such
computer 'penetration.' The question remains as to the criminality of their
activity. Breaking into a computer, like breaking into a house, is defined
as a crime. But it seems to me that the true criminal activity involves
what you do once you're inside. What if you leave something nice
(maybe some flowers) for the homeowner? How about a note saying something
like "you need better locks"? This is what does seem to be somewhat 'puzzling'
about current computer crime laws. Besides the fact that they are practically
unenforceable.
Maybe most everybody agrees it's
wrong to steal phone card or credit card numbers from innocent and unsuspecting
people, or steal from their ATM accounts. But what about blue boxing and
"borrowing" a little bit of phone service from AT & T? So you make
a $15 phone call for free. It's not like the phone companies and cable
companies and so on aren't sucking people dry anyway. And while software
'piracy' is defined as a crime, this type of theft is apparently one of
the most common in the world, since there are very few people who obey
the very strict and explict noncopy instructions in their software license
- which grants you the right to use the program (read the fine print)
and not the rights to the program code itself! If the L.A. Riots were a
"rebellion," then maybe some of this computer "crime" is insurrection also?
And What About the Old "Hackers" and "Punks"?
Steven Levy and others who knew the original
Hackers of MIT are hopping mad. They are mad that these 'hooligans' of
the 90s have stolen the name "hacker." They would rather that these people
be called "crackers," because they do not live up to the noble Hacker Ethic
of the MIT hackers - make technology accessible to people; decentralize
information; create programming code that is understandable rather than
elegant. Anything that got a piece of technology to do something it was
not originally designed to do (probably because it was poorly designed)
was a "hack." Levy protests that the original Hackers tried to disseminate
information to the masses, not hoard it for their own personal gain or
power agendas. They were people who would rather "code than sleep," the
ones who launched the Personal Computer Revolution which liberated America.
Yeah, right. Some people pointed
out to Levy that the original Hackers were not so different after all.
Many of them came up with equally elaborate schemes to steal time from
the university mainframe - they were "computer intruders" too, who also
found ways to swipe stuff from the coke machines and the pay phones. Many
cyberpunks suggest the dichotomy (of cracker = secretive, malicious, dangerous,
destructive, etc. versus hacker = open, socially minded, constructive,
honest, etc.) is a false one, and that Levy is guilty of a good deal of
romanticism. After all, didn't Wozniak and Jobs sell out when Apple patented
its system architecture, making it an effective monopoly? Hackers exceed
limitations; crackers simply manipulate what's already there. Or so we're
told.
The original punks have held their
own protest against the cyberpunk label, as well. What's all this business
about technique and technical prowess? The whole thing about punk music
was - so what if you don't really know how to play? Get up there and make
some noise anyway! The 70s punks think it somewhat ironic that these "computer
nerds" are using the punk label, as if wearing all those cool "MainFrame"
clothes bought at the mall gave them some kind of edge. To many of the
original punks, cyberpunk is too much posing, and too little substance.
In any case, it's apparently clear that the names "cyberpunk" and "hacker"
are contested domain; and, to a certain extent, "computer underground"
is, too.
Cyberpunks: the new Lumpenproletarians of
the Information Age? Or something more serious?
So we've looked at some ways in which cyberpunk
may be a new counterculture, and some ways in which it may not be. As with
any movement, the question always remains: will they sell out? Will they
be co-opted? Capitalism has, as usual, found various ways to cash in on
the trend, with cyberpunk novels, clothes, video games, gadgets, and so
on, completing the process that Herbert Marcuse describes so well. The
fact that many ex-hackers are now going to work for computer security firms
suggests (not unsurprisingly) that, like the hippies of the 60s, these
folks are willing to cash it all in for a cushy job and a corporate jet.
Are the cyberpunks a more serious
challenge to the System than their predecessors? As suggested above, they
definitely have the potential to be a greater challenge. Imagine
the dismay of the Hagen Daz corporate exec when he finds out that 20,000
cases have been accidentally routed to the north pole. Imagine the frustration
of the government bureaucrat who finds out that all his files on 'troublemakers'
have been scrambled. Imagine the anger of the Pentagon general who finds
that his drone-piloted planes are actually bombing the Atlantic Ocean instead
of Saddam Hussein. Or the media monopoly executive who finds that his satellite
network now seems to be only carrying "Ren N Stimpy." But for these same
reasons, cyberpunks may be a greater danger to society as a whole, not
just to "the Powers That Be."
Instead of just "dropping out" of
society, or just parasitically feeding off of its information monopolies,
cyberpunks have the potential to change it. But to do so they'll have to
learn those weary lessons of Movement history. You know what they are.
Study up. Think globally, act locally. And most importantly, don't mourn,
organize . Just think what cyberpunks could accomplish if they actually
learned to cooperate with, talk to, and trust each other. If instead of
pulling pranks on the Man, they actually started to try and take away some
of his power. If instead of sabotaging grassroots bulletin-board systems,
they jammed the signal of propaganda engines like Voice of America. Then
we could say that maybe, at long last, the New Counterculture has come
of age...
Steve Mizrach (aka Seeker1)