A number of cyberpunk derivatives have become recognized as distinct subgenres in speculative fiction. These derivatives, though they do not share cyberpunk's computers-focused setting, may display other qualities drawn from or analogous to cyberpunk: a world built on one particular technology that is extrapolated to a highly sophisticated level (this may even be a fantastical or anachronistic technology, akin to retro-futurism), a gritty transreal urban style, or a particular approach to social themes.
The most successful of these subgenres, Steampunk, has been defined as a "kind of technological fantasy", and others in this category sometimes also incorporate aspects of science fantasy and historical fantasy. Scholars have written of these subgenres' stylistic place in postmodern literature, and also their ambiguous interaction with the historical perspective of postcolonialism.
American author Bruce Bethke first coined the term "cyberpunk" in his 1980 short story of the same name, proposing it as a label for a new generation of punk teenagers inspired by the perceptions inherent to the Information Age. The term was quickly appropriated as a label to be applied to the works of William Gibson, Bruce Sterling, John Shirley, Rudy Rucker, Michael Swanwick, Pat Cadigan, Lewis Shiner, Richard Kadrey, and others. Science fiction author Lawrence Person, in defining postcyberpunk, summarized the characteristics of cyberpunk thus:
Classic cyberpunk characters were marginalized, alienated loners who lived on the edge of society in generally dystopic futures where daily life was impacted by rapid technological change, an ubiquitous datasphere of computerized information, and invasive modification of the human body.
The relevance of cyberpunk as a genre to punk subculture is debatable and further hampered by the lack of a defined cyberpunk subculture; where the small cyber movement shares themes with cyberpunk fiction and draws inspiration from punk and goth alike, cyberculture is much more popular though much less defined, encompassing virtual communities and cyberspace in general and typically embracing optimistic anticipations about the future. Cyberpunk is nonetheless regarded as a successful genre, as it ensnared many new readers and provided the sort of movement that postmodern literary critics found alluring. Furthermore, author David Brin argues, cyberpunk made science fiction more attractive and profitable for mainstream media and the visual arts in general.
- 1 Postcyberpunk
- 2 Retrofuturistic derivatives
- 3 Futuristic derivatives
- 4 Other proposed derivatives
- 5 References
- 6 External links
As new writers and artists began to experiment with cyberpunk ideas, new varieties of fiction emerged, sometimes addressing the criticisms leveled at the original cyberpunk stories. Lawrence Person wrote in an essay he posted to the Internet forum Slashdot in 1998:
Many writers who grew up reading in the 1980s are just now starting to have their stories and novels published. To them cyberpunk was not a revolution or alien philosophy invading science fiction, but rather just another flavor of science fiction. Like the writers of the 1970s and 80s who assimilated the New Wave's classics and stylistic techniques without necessarily knowing or even caring about the manifestos and ideologies that birthed them, today's new writers might very well have read Neuromancer back to back with Asimov's Foundation, John Brunner's Stand on Zanzibar, and Larry Niven's Ringworld and seen not discontinuities but a continuum.
Person's essay advocates using the term postcyberpunk to label the new works such writers produce. In this view, typical postcyberpunk stories continue the focus on social implications within a post-third industrial-era society, such as a ubiquitous datasphere of computerized information and cybernetic augmentation of the human body, but without the assumption of dystopia (see Technological utopianism). Good examples are Neal Stephenson's The Diamond Age and Bruce Sterling's Holy Fire. In television, Ghost in the Shell: Stand Alone Complex has been called "the most interesting, sustained postcyberpunk media work in existence." In 2007, SF writers James Patrick Kelly and John Kessel published Rewired: The Post-Cyberpunk Anthology. Like all categories discerned within science fiction, the boundaries of postcyberpunk are likely to be fluid or ill defined.
Cyberprep is a term with a very similar meaning to postcyberpunk. The word is an amalgam of the prefix "cyber-", referring to cybernetics and "preppy", reflecting its divergence from the punk elements of cyberpunk. A cyberprep world assumes that all the technological advancements of cyberpunk speculation have taken place but life is utopian rather than gritty and dangerous. Since society is leisure-driven, uploading is more of an art form or a medium of entertainment while advanced body modifications are used for sports and pleasure.
As a wider variety of writers began to work with cyberpunk concepts, new sub-genres of science fiction emerged, playing off the cyberpunk label, and focusing on technology and its social effects in different ways. Many derivatives of cyberpunk are retro-futuristic, based either on the futuristic visions of past eras, especially from the first and second revolution technological-eras, or more recent extrapolations or exaggerations of the actual technology of those eras.
The word "steampunk" was invented in 1987 as a jocular reference to some of the novels of Tim Powers, James P. Blaylock, and K. W. Jeter. When Gibson and Sterling entered the subgenre with their collaborative novel The Difference Engine the term was being used earnestly as well. Alan Moore's and Kevin O'Neill's 1999 The League of Extraordinary Gentlemen historical fantasy comic book series (and the subsequent 2003 film adaption) popularized the steampunk genre and helped propel it into mainstream fiction.
The most immediate form of steampunk subculture is the community of fans surrounding the genre. Others move beyond this, attempting to adopt a "steampunk" aesthetic through fashion, home decor and even music. This movement may also be (perhaps more accurately) described as "Neo-Victorianism," which is the amalgamation of Victorian aesthetic principles with modern sensibilities and technologies. This characteristic is particularly evident in steampunk fashion which tends to synthesize punk, goth and rivet styles as filtered through the Victorian era. As an object style, however, steampunk adopts more distinct characteristics with various craftspersons modding modern-day devices into a pseudo-Victorian mechanical "steampunk" style. The goal of such redesigns is to employ appropriate materials (such as polished brass, iron, and wood) with design elements and craftsmanship consistent with the Victorian era.
Dieselpunk is an art style based on the aesthetics popular between World War I and the end of World War II. The style combines the artistic and genre influences of the period (including pulp magazines, serial films, film noir, art deco, and wartime pin-ups) with postmodern[clarification needed] technology and sensibilities. First coined in 2001 as a marketing term by game designer Lewis Pollak to describe his role-playing game Children of the Sun, dieselpunk has grown to describe a distinct style of visual art, music, motion pictures, fiction, and engineering. Examples include Rocketeer, The Legend of Korra, Crimson Skies, Sky Captain and the World of Tomorrow, Dark City, Greed Corp, Gatling Gears, Bioshock, Iron Sky, K-20: Legend of the Mask and Skullgirls.
Decopunk is a recent subset of Dieselpunk, centered around the Art Deco and Streamline Moderne art styles, and based around the period between the 1920s and 1950s. In an interview at CoyoteCon, steampunk author Sara M. Harvey made the distinctions "...shinier than DieselPunk, more like DecoPunk." and "DieselPunk is a gritty version of Steampunk set in the 1920s-1950s. The big war eras, specifically. DecoPunk is the sleek, shiny very Art Deco version; same time period, but everything is chrome!" Its fandom arose around 2008.
Atompunk relates to the pre-digital period of 1945-1965, including mid-century Modernism, the Atomic Age and Space Age, Communism and concern about it exaggerated as paranoia in the USA along with Neo-Soviet styling, underground cinema, Googie architecture, the Sputnik programme, superhero fiction, the rise of the US military/industrial powers and the fall-out of Chernobyl. Its aesthetic tends toward Populuxe and Raygun Gothic, which describe a retro-futuristic vision of the world. Among the most notable examples is the Fallout video game series.
Biopunk emerged during the 1990s and focuses on the near-future unintended consequences of the biotechnology revolution following the discovery of recombinant DNA. Biopunk fiction typically describes the struggles of individuals or groups, often the product of human experimentation, against a backdrop of totalitarian governments or megacorporations which misuse biotechnologies as means of social control or profiteering. Unlike cyberpunk, it builds not on information technology but on synthetic biology. As in postcyberpunk however, individuals are usually modified and enhanced not with cyberware, but by genetic manipulation of their chromosomes.
Nanopunk refers to an emerging genre of speculative science fiction still very much in its infancy in comparison to other genres like that of cyberpunk. The genre is similar to biopunk, but describes a world in which the use of biotechnology is limited or prohibited, and only nanites and nanotechnology is in wide use (while in biopunk bio- and nanotechnologies often coexist). Currently the genre is more concerned with the artistic and physiological impact of nanotechnology, than of aspects of the technology itself.
Other proposed derivatives
There have been a handful of divergent terms based on the general concepts of steampunk. These are typically considered unofficial and are often invented by readers, or by authors referring to their own works, often humorously.
A large number of terms have been used by the GURPS roleplaying game Steampunk to describe anachronistic technologies and settings, including stonepunk, bronzepunk, sandalpunk, candlepunk, and transistorpunk. These terms have seen very little use outside of GURPS.
Stonepunk refers to works set roughly during the Stone Age in which the characters utilize Neolithic Revolution-era technology constructed from materials more or less consistent with the time period, but possessing anachronistic complexity and function. The Flintstones franchise and its various spin offs, would fall under this category as well as Roland Emmerich's 10,000 BC. Literary examples include Edgar Rice Burrough's Back to the Stone Age and The Land that Time Forgot, and Jean M. Auel's "Earth’s Children" series, starting with The Clan of the Cave Bear.
Clockpunk is similar to steampunk in that it portrays Renaissance-era science and technology based on pre-modern designs, in the vein of Mainspring by Jay Lake, and Whitechapel Gods by S. M. Peters.
Nowpunk is a term invented by Bruce Sterling, which he applied to contemporary fiction set in the time period in which the fiction is being published, i.e. all contemporary fiction. Sterling used the term to describe his book The Zenith Angle, which follows the story of a hacker whose life is changed by the September 11th, 2001 attacks.
Elfpunk was proposed as a subgenre of urban fantasy in which faeries and elves are transplanted from rural folklore into modern urban settings. During the awards ceremony for the 2007 National Book Awards, judge Elizabeth Partridge expounded on the distinction between elfpunk and urban fantasy, citing fellow judge Scott Westerfeld's thoughts on the works of Holly Black who is considered "classic elfpunk — there's enough creatures already, and she's using them. Urban fantasy, though, can have some totally made-up f—ed-up [sic] creatures."
Catherynne M. Valente uses the term "mythpunk" to describe a subgenre of mythic fiction which starts in folklore and myth and adds elements of postmodern techniques. Writers whose works would fall under the mythpunk label are Ekaterina Sedia, Theodora Goss, and Sonya Taaffe.
"Dreampunk" is a fledgling genre of post-modern, dystopian fiction that concentrates on the alchemical power of dreams and the exploration of 'Countercultures'. Dreampunk draws influence from other punk genres such as steampunk and cyberpunk but also from more classical literary genres, mythology, process-oriented psychology, Jungian Archetypes and shamanic traditions. Dreampunk, as the name suggests, is inspired by dreams, and thus uses "dream logic" or fairy tales to convey themes and meaning. A complex and nuanced genre of fiction, dreampunk narratives are layered and can be interpreted on many levels, with superficial narrative elements suitable for all audiences as well as deep and chilling archetypal references that are more intriguing for readers interested in alchemy, psychoanalysis or the occult. Works cited as dreampunk include many of the works of filmmaker David Lynch and Lewis Carroll's Alice series.
Works concerned specifically with dreampunk themes include the works of EC Steiner, an Atlanta-based artist, designer and sometimes storyteller, and Yelena Calavera, a writer, journalist and multimedia storyteller from Johannesburg, South Africa. Calavera's extensive writing actively aims to flesh out the dreampunk genre and publish literary titles that best articulate the main themes of the genre.
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