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Gamepunk Is A Real Genre!

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Tuesday, November 15, 2011

Lately, more and more books about games are being published. I don’t mean the Official Game Guide to Battlefield 3, nor the Gears of War novelisations either, although I hear they’re surprisingly readable. I mean novels about the power and influence of games and gaming in the not-so-distant future.

io9′s Annalee Newitz beat me to the punch on this subject a few weeks ago with an excellent list of novels that deal with the borders between games and reality. There aren’t any hard feelings, though. It is an exciting new genre, and I’m glad I’m not the only one who’s taking notice of it!

It needs a name, though, doesn’t it? These books aren’t quite like their closest cousins, the cyberpunks, but there’s also an undeniable influence. So let’s call these new books ‘gamepunk’.

Hey, that was easy.

I don’t want to make any grand claims about the rules or limits of gamepunk, but I want to suggest some elements that mark the genre as distinct from cyberpunk, and particularly appealing to the gamer-for-life.

Neal Stephenson’s Snow Crash is a cyberpunk classic that may come to mind. It features the MMO-like Metaverse, but it lacks a focus on games and gamers. Hiro Protagonist is an elite hacker and master swordfighter, whereas I emit hacking coughs and a practice a self-taught combat style called Not-In-The-Face-Fu. It’s a great book, but it’s not about you, me, or the games we play.

Ender’s Game from Orson Scott Card seems like a strong candidate, but despite the promising appearance of the word ‘game’ in the title, the competitive games in it are more akin to tests, which our boy Ender generally wins by breaking all the rules. That cute little genocider is a CHEET who uses HAX, and that can’t be respected.

No, it seems to me that gamepunk is about real gamers and believable games. Ernest Cline’s Ready Player One and Cory Doctorow’s For the Win are two recent novels that take games seriously as social and economic forces, and feature strong hearted gamers as agents of positive change. For the Win is even available as a free download on Doctorow’s website, thanks to his support of the Creative Commons license.

Both of those books appear on Newitz’s list, but I’d like to make a couple of recommendations of my own.

Although Vernor Vinge’s Rainbows End isn’t solely about gamers, it takes place in a world that has become a game—whichever game you choose. If two people are standing in New York, looking up at the Empire State Building, their VR contact lenses would allow them to see a more compelling reality of their choice. A comic book fan might see the Daily Planet offices, where Clark Kent tries very hard not to be Superman, while a child might see a 102-story oak tree, inhabited by Disney animals. These realities are created and propagated according to the quantity of people who choose to inhabit and contribute to them. The book says a great deal about the technological singularity, cyberterrorism, and the advent of ubiquitous computing, but what managed to stick in my mind was a large-scale battle between rival factions of fanboys over the fate of a library.

And then there’s a special book that doesn’t quite fit the mould: The Brief Wondrous Life of Oscar Wao by Junot Diaz takes place mostly in the 20th century, so it can’t claim our futuristic gamepunk label. Instead, it settles for being serious modern literature about several generations of an immigrant family struggling to adapt to America, and come to terms with their Dominican heritage. The unlikely anchor of the story is young Oscar, a misfit obsessed with science fiction, fantasy, and comic books. If you consider yourself a gamer, you can probably find something to identify with in him, and you’ll certainly find something unique and charming about how much humanity Diaz manages to pack into a character who superficially resembles the sedentary, apathetic gamer stereotype—albeit at a time when “gamer” meant Dungeons & Dragons, not World of Warcraft.

Oscar Wao aside, it’s easy to dismiss these books as escapism. Which they are, certainly. But as the gamepunk genre grows, I look forward to finding out what shape these escapist adventures, and especially their heroes, will take. The world is already full of adult gamers like you and me, lifelong inhabitants of professionally and passionately crafted vehicles for escapism. What will that generation have produced, and what will it become a decade or five from now? Who will be playing games, and why? And how truly awful will the video games based on the movies based on these books based on video games be? I look forward to the creative and captivating answers that gamepunk will provide.

 
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Comments (8)
Robsavillo
November 16, 2011

So...where is the "punk" part of "gamepunk"? I just don't see it.

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November 16, 2011

A lot of books considered "cyberpunk" tend to be more about hackers than headbangers, and very few "steampunk" works have any logical connection to punks.

As I understand it (Okay, okay, as Wikipedia tells me), "Cyberpunk" was actually the name of a short story that simply caught on as a genre classification.

So, I wouldn't take the term "punk" literally in any of these cases, it's just a handy label.

Robsavillo
November 16, 2011

Not exactly...cyberpunk draws influence directly from the late '70s punk ethos of New York and Los Angeles, so says William Gibson himself.

And others, like steampunk, draw from the punk aethetic mostly.

I don't think it's much of a handy label with such a disconnect, honestly.

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November 16, 2011

Hm, I guess this seems like a fairly restrictive definition to me. I don't doubt that Gibson drew HIS influence from '70s punk, but today many works that are recognized as cyberpunk have no such connection. The genre has grown and changed, but the term has stuck.

I don't believe I've yet read a so-called steampunk book that appeared to have overt punk influences. I'm sure they're out there, but when I read Girl Genius, Mainspring, or The Japanese Devil Fish Girl, I'm not seeing it.

There is a disconnect, but I think that's inherent in any of these genres. If they were all tied to a punk aesthetic, there wouldn't be much variety or vitality in the genre. A more accurate term could be devised and popularized, but in actual usage I don't think punk culture has been a focal point in these genres for more than a decade. Teslapunk, clockpunk, nanopunk... these genres have nothing to do with actual punks, but we can immediately understand what they imply.

Jayhenningsen
November 16, 2011

The "punk" aspect of cyberpunk (specifically) is based moreso on the idealogy and not the aesthetic. In this respect, cyberpunk always was (and still continues to be, in my opinion) influenced by punk culture and ideals. I challenge you to find a true cyberpunk novel past or present that doesn't feature one or more of the following themes: anti-authoritarianism, non-conformity, direct-action by the protagonist to challenge one or more world problems, anarchism, socialism, anti-militarism, anti-capitalism, or general anti-establishment attitudes. It doesn't matter if they're hackers; what matters is that they're fighting against authoritarian constructs. I'm not sure what you're calling cyberpunk, but that sounds like every cyberpunk book I have in my collection.

This is the inherent problem I have with the (mis)appropriation of the term punk in "gamepunk" as well as some of those other sub-genres you mentioned. People are just adopting the word because it's easy or because it sounds cool, and they're missing the whole point of punk to begin with. If you think it's only about an aesthetic, I think you're missing the point as well. I'd prefer to not "immediately understand" that those terms just imply a bunch of people who dress funny according to different themes.

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November 16, 2011

Well, if that's the case, I think books like For The Win, Ready Player One, and Rainbows End definitely qualify as having strong anti-authoritarian themes and direct action by the characters to challenge the establishment. So it appears they may be suitable for a -punk descriptor by your definition.

It's fine if you have a personal code as to what you are willing to accept as appropriate use of the suffix "-punk," but the wider market appears to have expanded to include other elements and will doubtless continue to do so.

I have little preference for what term arises to define books like these, but I think it's more likely that the accepted term will arise organically rather than be defined by proscriptive genre boundaries.

This little article was intended to increase awareness of these types of gamer-as-hero novels, not to specifically advocate for a certain terminology. I needed to come up with something because I'm not aware of an extant term.

I think there may be a more etsablished term soon enough, and I share your hope it is sufficiently divergent from cyberpunk. But given the current trend of punkifying offshoot fantasy/sci-fi/historical genres, I'd say it's as likely that it will jump on the bandwagon.

Jayhenningsen
November 16, 2011

I don't have any personal code, nor do I personally identify with the punk ethos on a meaningful level. I simple see this as lazy use and evolution of language.

Honestly, if anything, it sounds like the game-themed books you're describing just constitute more cyberpunk. What's the meaningful difference between the contrast of games vs. reality and the contrast of cyberspace vs. reality? At a fundamental level, they're both virtuality vs. reality -- heroes that take action in both virtual space and real space and try to fight against some overarching authority.

Do we really need to define another genre here? Where does the punk-ification end? If dogs link in to virtual reality to overthrow humanity, is that dogpunk? Should speculative fiction about pre-civil-war southern states be called plantationpunk?

Seriously. Not every aesthetic layer you slap on a common theme needs its own genre definition with a misappropriated term.

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November 16, 2011

I suppose the answer is that as long as there is an audience that wants to define its preferences as distinct from others, there will be terms created to allow that audience to communicate those preferences.

I don't see anything wrong with dogpunk and plantationpunk if they develop as genres and have certain distinct themes. But then, I used to work in the genre fiction publishing industry, where the goal is often to do whatever it takes to identify and satisfy an audience, and we were pleased to jump on buzzwords that would help match the right book to the right customer (okay, to any customer).

So, your lazy language is somebody else's efficient communication. I'd rather not channel the freshly-released soul of Andy Rooney and complain about the kids today and their made-up literary genres; if somebody out there likes dieselpunk more than steampunk I'm glad they've got a handy term to use to find suitable books and like-minded fans.

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