Zork and Neuromancer
both involve unfamiliar worlds. In these worlds, identity and death are
re-imagined, and as such, it is often difficult to relate to our present-day
perceptions of them. By comparing these two narratives, the player or reader is
better able to understand how and why these new natures of identity and death
exist in their otherworldly environments.
First, identity
plays an important role in both Zork and Neuromancer.
In Zork you are playing the game through your character. Though you cannot see
him, you are in dialogue with him and experience things through his eyes. In
many more modern day video games, a player can create his character; he has the
ability to choose gender, physical features, skills and weapons, etc. to make
his character unique. Likewise, in Neuromancer
there is the concept of the body as artwork. Characters, like Molly and Case,
alter their bodies as they so desire. More specifically, they transform
themselves to be better at their professions because in the novel identity and
profession are compressed together: “Anybody any good at what they do, that’s
what they are, right? You gotta jack,
I gotta tussle” (Gibson 50).
Another
illustration of the body in Neuromancer is
as a piece of meat. Though at first art and meat might seem like contrasting
depictions, Case’s relationship with his body is a good example of the
connection between these two images. An article by Glenn Grant about the
transcendence of detournement in Neuromancer
explains:
So here’s Case, a
product of the sprawl, a cyber jockey, who identifies himself completely with
what he does…But his nerves have been damaged by toxins, so that cyberspace—the
matrix gives his life meaning—has been stolen from him. He tries to recreate
cyberspace with drugs…But drugs cannot duplicate the disembodiment of cyber
space, which is the freedom he craves; and the encumbrance of “the meat,” his
“case” of flesh, leaves him with only his self-loathing. Death is the last remaining
escape hatch. (41-42)
In Neuromancer Gibson is illustrating what the future of identity
might look like if technology becomes so integrated into our lives that it
becomes a physical part of us. Although a person can illustrate his or her body
and make it stronger and smarter than ever before, because it has become
something to manipulate and transform people are not very connected to their
bodies; in a sense the body is disposable.
Furthermore, in
Zork and other video games the player experiences the world of the game through
his character. When you type a command to your character in Zork, he responds
and illustrates the world of the game for you, telling you where you can and
cannot go and about your surroundings. In visual video games, you watch your
character explore his surroundings, and though you can control him, ultimately
his experiences (encounters, obstacles, injuries, etc.) are not your own. This
is much like simstim. Grant gives a depiction, “Simstim. Surrogate bodies for
the masses; escape from your own meat, your own dreadful life, into perfect flesh
and lifestyle….” (46). Although in simstim you cannot control the person’s
thoughts and actions, like video games you experience the world through his
eyes. You gain a perspective unique from your own, while maintaining immunity.
If your character is hurt in the video game, you do not hurt. If the person
whose mind/body you are inhabiting is hurt in simstim, you might feel the pain
while you are ‘in’ him, but when you return to yourself you are not hurt. Pain
and even death become inconsequential your physical well-being. Grant calls
this, “…ekstasis (as the Greeks called ‘the flight of the soul from the body’)”
(42).
This all relates
back to the re-imagined concept of identity. As a razorgirl, Molly is good at
killing. She designed her body to be skilled at such. Because her body helps
her to be good at her profession she feels a close connection to it. However
Case, whose body has been damaged and no longer allows him to do what he was
once quite skilled at, feels that his body is an imprisonment. Even after he
receives surgery to correct the damage, there is constant nagging thought that
the special sacs- which will supposedly reverse the correction- are slowly
getting ready to burst. Grant’s article suggests, “How does one transcend one’s
human limitations? Through religion? Meditation? Community action? These have
been ruled out, apparently by the nature of Gibson’s society, which is too
fast, brutal, and fragmented for these methods. In Gibson’s world, the preferred
method of transcendence is through technology” (43). Technology is embedded in
one’s identity and profession in both video games and Neuromancer, so when it fails or falters a character’s identity can
be lost.
Second, like identity death is re-imagined in
the worlds of Zork and Neuromancer.
When a player dies in Zork, he is simply revived and transported to another
location; he could also just restart the game. When a grue killed me while
playing Zork, it actually allowed me to escape obstacles that were before
inhibiting my progression. My death placed me somewhere I had not yet been able
to reach and allowed me to think differently about the commands I was giving my
character. Death advances the game. Similarly, in Neuromancer the nature of death is abnormal. For example, at the
start of the novel Case is suicidal. He discusses his death as something quite
trivial: “‘He want to kill me, Julie?’ ‘Not that I know of.’ Deane
shrugged. They might have been discussing the price of ginger” (Gibson 13). In
the beginning of the story, because he essentially has nothing to live for,
Case takes risks that he might not have otherwise had he been more concerned
for his life. In a video game, a player might risk his character’s life more
than he would his own because death has no consequence apart from the restart
of play, and might actually be beneficial. There is further evidence of the curious
character of death in Neuromancer in
its terminology for hotel rooms, “The coffins were three meters long, the oval
hatches a meter wide and just under a meter and a half tall…[there was a] brown
temperfoam slab that was both floor and bed…” (Gibson 20). Illustrating the
hotel room, a place where people stay all the time, as a coffin desensitizes
the significance of death in the novel. Death is no longer something to be
avoided at all costs but almost a joke; it takes on a new meaning than the one
we are familiar with. Connecting the experience of death when playing video
games to the way that the novel characterizes death allows readers to better
grasp why characters have such uncommon relationships with death.
The re-imagining
of identity and death, exemplified in both Zork and Neuromancer, are interrelated. Because you can transform your body,
preserve your body, and also in a way live without your body, death no longer
has the same significance. Grant writes, “There is a constant tension between
these permanent traces, the “en-grams” that shape one’s being, and the desire
to change that being, or to escape it. This seems to be an innate (programmed)
drive in each of Gibson’s characters, the drive to transcend the self” (42). Furthermore,
the re-imagination of identity and death are connected by the possible
capabilities of technology. 3Jane’s mom programmed Wintermute and Neuromancer
to have the desire to combined and become a more advanced technology. We
discussed the idea of the combination of these two AI’s birthing basically a
god, which would make 3Jane’s mom the mother of god. If the combined
Wintermute/Neuromancer were god and with Wintermute as the motivator and
Neuromancer as essentially an immortality machine, this god-machine’s existence
would entirely reshape the definition of life and death. Death is no longer the
end. Your conscience can exist forever. The body is already seen as a
disposable piece of meat but now it is even more unimportant because you don’t
need a body to live forever. You can be eternal. Conflicting ideas about the
morality of this suggestion of eternity are certain to spring up and are
perhaps the exact purpose of Gibson’s novel; he is questioning where technology
might take us and if we want to go there. Grant asks us to consider this:
This concern is
often mistaken for an obsession with technological dehumanization when in fact
it is a belief in post-humanization, Sterling has pointed out. ‘Technological
destruction of the human condition leads not to future-shocked zombies but to
hopeful monsters…Cyberpunk sees new, transhuman potentials, new modes of
existence and consciousness. (Sterling [1987]:4-5). Although these new modes
often seem monstrous, they may also be pathways for future evolutionary
development. (45)
Zork and Neuromancer are comparable narratives
that help to contextualize one another. Though both explore unfamiliar worlds,
their unusual relationship with identity and death help each to be better
understood. Identity and death are not the same in video games as in real life,
and likewise in Neuromancer both take
on unfamiliar roles to that of which we are accustomed. Relating these two
attitudes helps the reader better understand this generally un-relatable
perspective of identity and death. These two narratives elucidate each other’s
otherworldly environments.
Works
Cited
Gibson, William. Neuromancer. New York: Ace, 1986.
Grant, Glenn. “Transcendence through
Detournement in William Gibson’s ‘Neuromancer’.” Science Fiction Studies. Vol. 17, No. 1. (March, 1990). pp. 41-49.
SF-TH Inc.
1 comment:
While you could have a clearer statement of your argument in the first paragraph, the statement of your area of interest is actually beautiful and concise.
Re: the 2nd paragraph. Clearly identity is relevant in both works - but you don't do much to bring the two works *together* here. Over the following paragraphs, you make it quite clear what you see the connection between Zork and Neuromancer to be. By playing Zork (and maybe other video games?) we're doing what Case is doing, becoming what Case is becoming. It's a coherent, interesting, and mostly well explained line of argument. So when you write "Technology is embedded in one’s identity and profession in both video games and Neuromancer, so when it fails or falters a character’s identity can be lost," I'm very curious about whether you see Zork as being at least a minor, initial step toward us doing the same thing. In other words, do you see Zork as a step toward our (possibly false or foolish) transcendence?
You do a very good job integrating your discussion of death into the body of the essay. But I need to harass you a little here. How do you feel about the fumbling movement toward a technological transcendence which you argue we are engaging in? What does it mean to live in a post-Zork world, where the transformations imagined in Neuromancer are less and less absurd? You are doing a good job explaining and relating what happens in Neuromancer to what happens in Zork - but what does it mean? What do you do with it? You bring up the literal dream that "You can be eternal." - but what are your thoughts on the subject?
I like your closing sentence. It summarizes everything that you've done (connect the game to the book in a convincing and complex way, with a focus on death & identity which is neither too broad or too narrow) and it also shows what you resist doing: letting us understand what is at stake for you. In other words - how does this essay signify? How do you want us to respond to the relationship between the two works which you have elucidated?
Overall: This is compact, well-written, well-research, and well-argued. It is successful within the borders you have set for it, which is why if you were to revise again I would be most interested in an expansion of the borders, to help us understand where we go next. To put it briefly, but in a way which is itself opinionated: now that you've exposed the post-humanism explicit in Neuromancer and implicit in Zork, how should we respond to or deal with that post-humanism?
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