What features do you want in a Cyberpunk RL?

Page 4 - Seeking answers? Join the Tom's Hardware community: where nearly two million members share solutions and discuss the latest tech.
Archived from groups: rec.games.roguelike.development (More info?)

SZDev - Slash wrote:
> Latin America countries are not freetrade zones. The governments dont
> "look the other way" to please the drug lords... there is a constant
> campaign against them with concrete results, at least regarding dead
> count 🙁

Funny that the drugs don't stop flowing out of them then, isn't it?

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
Archived from groups: rec.games.roguelike.development (More info?)

"The Sheep" <sheep@atos.wmid.amu.edu.pl> wrote in message
news:slrnd8mlro.bu4.sheep@atos.wmid.amu.edu.pl...
[...]
> It's definitely very hard to put that 'punk' feel into a game with almost
> no plot, survival-oriented, with main content being combat.
[...]

I know having almost no plot is a staple of Roguelike games, but I plan to
put a little bit more effort on plot than the average RL. Something like
Morrowind, for example, where you can choose to do your own thing and follow
the plot at your own pace (or not at all).

Also, Cyberpunk, the way I see it, is all about survival in rough streets
made rougher by increased megacorporate dominance. So it's almost natural to
have the game be survival-oriented, not exactly "very hard" :)

Finally, although an interesting combat system (specially for this genre) is
indeed hard to implement, putting that 'punk' feel into it can be a
relatively simple matter, based on [but not limited to] the types of weapons
you can find, the freedom with modifications (to weapons and to yourself),
and the style of writing used in giving feedback to the player. A simple
"You hit the hobo for 15 hit points." obviously won't do-- but certain other
descriptions described elsewhere on this thread fit better the bill. :)


I have to thank you, however, for attempting to bring the conversation back
in topic.
:)

--Nolithius
 
Archived from groups: rec.games.roguelike.development (More info?)

In article <SVihe.440$w21.129@newsread3.news.atl.earthlink.net>,
Nolithius <Nolithius@hotmail.com> wrote:
[...]
>What features would you like to see in a Cyberpunk Roguelike?

I was talking about this with a friend of mine last weekend. What he
wants, he says, is to be able to take the artifical limbs of the
cyborgs you kill and get some street doc to attach them to you.

It adds new meaning to the whole 'kill things and take their stuff'
approach.


--Chris



--
Chris Reuter http://www.blit.ca
"Feel free, as long as you only quote it in long trotskyite diatribes about
the evils of objectivism."
--Charlie Stross, granting permission to be quoted in a .sig
 
Archived from groups: rec.games.roguelike.development (More info?)

I'm too lazy right now to browse down the whole news tree, but as a
Cyberpunk fan I'd like to throw in my two cents too...

Sources: the Cyberpunk 2.0.2.0 game by R.Talsorian Games
(http://www.talsorian.com/cpindex.shtml) - IMHO the better of the
cyberpunk PnP rpgs, for the more "realistic" approach to cyberware
(it's cheaper, and there's a distinct game mechanic for cyberware
abuse, something lacking in ShadowRun) and the absence of 'magic', but
that's just personal preference.

Furthermore, there's that game called "restricted area", a
not-really-RL implementation of cyberpunk, Diablo-style. What I liked
about the game is the way "levels" are handled. Instead of one big
dungeon (or a linear travel like in Diablo II) you get missions from
several people that spawn their own small dungeons.

Okay, what would I like to see in a cyberpunk roguelike?

First, a city - a BIG city, possibly spanning many screens. Use it as a
mixture of base and adventuring location. Include bars (for meeting
with contacts), corporation buildings (mission targets), a subway (not
completely, just a method of getting from one end to the other quickly,
like "You enter the Subway. What's your destination? (Finance District,
Residential Zone, Harbor?)") and so on.
Cyber Implants: The "magic item" replacement. They give special
bonusses (be it extra strength for cyber arms, better vision range with
eyes etc.), but also impose some penalties as well. For example, if a
skill system is used (which should be) too much cyber can lower your
social skills or make your contacts uneasy - not everyone wants to deal
with a walking tank bristling with blades and welded-on body armor 🙂

Make character creation a mixture of trait- and skill-based, without
real "character classes" or "class levels".
Traits (like D&D feats) could be used to grant special benefits, like
"psychic" or "police license" which define the basics of the character.
Someone without the psychic trait wouldn't be able to use psionic
powers (if such would be included), someone with the "police license"
trait would be able to use certain weapons without legal consequences
and so on.
Skills are then used to further distinguish the characters. Want to
make a gun-toting soldier-type? Boots "firearms". Want to be Sam Fisher
jr.? Boost "Stealth" and "Knifes". You get the drift. The character
will earn experience which can be used to improve skills or buy new
traits.

One staple of cyberpunk is computer hacking. I find it hard to
implement something like this in a roguelike, but ideas woulde be:

- have "special dungeons" for the hacker when he jacks in - i.e. a
computer is symbolized as a dungeon level, with rooms representing the
CPU, memory banks etc.
or
- use a text-console style like the old "neuromancer" computer game
(visit www.the-underdogs.org and search for "neuromancer") where you
type the hacking instructions into a prompt and your "hacking skill"
influences how long it will take before the ICE's start appearing etc.

So much for now, maybe I find more later 🙂

Cheers
Christian "BlackFurredBeast" Pohl
 
Archived from groups: rec.games.roguelike.development (More info?)

As goofy as the movie was, the short story _was_ written by William
Gibson 🙂
 
Archived from groups: rec.games.roguelike.development (More info?)

BFBeast wrote:
> As goofy as the movie was, the short story _was_ written by William
> Gibson 🙂

*What* short story was? You don't mention its name or quote anything!

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
Archived from groups: rec.games.roguelike.development (More info?)

On 19 May 2005 05:52:35 -0700, "BFBeast" <chris5975@web.de> wrote:

>As goofy as the movie was, the short story _was_ written by William
>Gibson 🙂

I have to agree with TO here. In the message you replied to, there are
no less than 6 movies mentioned. *Which* one was based on a Gibson
story?
--
auric underscore underscore at hotmail dot com
*****
They can fall in love, build a nest, and have a brood of little victims.
 
Archived from groups: rec.games.roguelike.development (More info?)

Kornel Kisielewicz wrote:
> Nolithius wrote:
>
>> Games:
>> Shadowrun (SNES)
>> Deus Ex (1 only!)
>
>
> What is bad about Deus Ex 2? (I didn't play it, and as I really liked
> the first game, I wondered wether to buy 2 :-/).

It's pretty much everything the first one was *not*. It was very
watered down to appeal to the console-audience at the expense of the
original PC fanbase. All the things that made Deus Ex great were not in
DX2, IMO.
 
Archived from groups: rec.games.roguelike.development (More info?)

> Games:
> Shadowrun (SNES)
> Deus Ex (1 only!)
> System Shock (1+2)
> Anachronox
> Fallout 1+2 (for style, it won't be post-apoc though this theme needs also
> to be exploited! 😉
>
> Literature:
> Neuromancer (Wilson)
> Snow Crash (Stephenson)
> The Diamond Age (Stephenson)
> Shadowrun PnP Sourcebooks
>
> Movies:
> Blade Runner
> Minority Report
> The Fifth Element
> The Matrix (for stylistic elements as well, not the setting (or is it? 😉 ).
>
>
> So I have a question for you:
>
> What features would you like to see in a Cyberpunk Roguelike? Be as specific
> or as broad as you want, I'm only brainstorming and doing preliminary design
> at the moment (gotta keep my vow! 😉.

I've thought about doing a Cyberpunk roguelike as well. Good luck.

Additional sources:
Games--
Neuromancer (DOS, abadonware)
Rise of the Dragon (ditto)
Syndicate (DOS)

Books--
There's also Cyberpunk, the RPG, but I like the Shadowrun rules better
(minus the fantasy stuff). Both would make good sources, though.

And it's Gibson, not Wilson.

Films--
Ghost in the Shell 1, 2, and the series
Hardware (a little on the post-apocalyptic side, but still good)

Features: (not really features, but atmospheric elements)
Giant faceless uber-powerful megacorps
Japan influence
cyber-implants
the matrix/grid/cyberspace/whatever
deckers/hackers/console cowboys
cool weapons
lots of crime and discontent
rogue AIs
everything dirty, broken-down, etc
 
Archived from groups: rec.games.roguelike.development (More info?)

The Sheep <sheep@atos.wmid.amu.edu.pl>
wrote on Wed, 18 May 2005 14:55:59 +0000 (UTC):
> Dnia 17 May 2005 23:46:17 GMT,
> Mark 'Kamikaze' Hughes napisal(a):
>> R Dan Henry <danhenry@inreach.com>
>> wrote on Sun, 15 May 2005 11:39:16 -0700:
>> When you get done with that, you might have some idea what cyberpunk's
>> about.
> I hate to interrupt your lecture on what cyberpunk is in literature and
> movies according to your opinion,

Since that's the definition of cyberpunk used by the original
cyberpunk authors, it's a statement of fact, not opinion. My opinions
are the comments I put on each author's work, but given my study of the
genre, that's pretty authoritative, too. Also, reread the disclaimer on
the first page of my Cyberpunk media rant.

Just because many people have a very limited understanding of the
genre from reading one book (<Neuromancer>) and seeing one movie (<Blade
Runner>), neither of which are entirely typical cyberpunk, does not
change what literature and movies are in the genre as defined by the
original cyberpunks.

> but please stop for a while and think
> what `cyberpunk roguelike' might mean.
> It's definitely very hard to put that 'punk' feel into a game with almost
> no plot, survival-oriented, with main content being combat.

There's no reason a roguelike has to be plotless, and none of them are
purely survival-oriented--it might be as simple as "retrieve the Amulet
of Yendor", but there's a real objective. All "roguelike" means is a
turn- and grid-based CRPG with some or all randomly-generated maps. It
doesn't have to be fantasy, hack-and-slash, ASCII, save-disabled, or any
of the other superficial trappings. It doesn't have to be pointless and
puerile, though Cthulhu knows enough of them are.

How I'd do a cyberpunk roguelike:

Generate random, escalating missions to send the player into corporate
buildings. The player has to fight or sneak past groups of security
drones and mooks and a few higher-level enemies, get to the objective,
and return to the evac point. Netrunning can be used to create false
alarms elsewhere in the building to draw away guards, or to disable
existing alarms so you can sneak past inattentive guards.

Between missions, the city could be shown in a large abstract
overview, as if you're driving around. Your hideout lets you store
items and money and do some netrunning to research missions. Agents who
want to hire you call you (or send email) at your hideout, and you meet
them at the bar to get the details. Stores sell equipment. The
hospital repairs wounds and installs cyberware (I wouldn't let the
player heal significantly in-mission, that just doesn't feel right for
the genre). Some mission sites would be in the city, others would
require going to the airport or spaceport.

That's just the obvious stuff off the top of my head. If I was going
to sit down and make a cyberpunk roguelike, I'd start with that, go
reread a few choice books, and from there start designing to emulate the
parts I liked.

--
<a href="http://kuoi.asui.uidaho.edu/~kamikaze/"> Mark Hughes </a>
"Gibson and I dueled among blazing stacks of books for a while. [...] The
streets were crowded with his black-suited minions and I had to turn into a
swarm of locusts and fly back to Seattle." -Neal Stephenson, /. interview
 
Archived from groups: rec.games.roguelike.development (More info?)

Risto Saarelma <rsaarelm@gmail.com>
wrote on Wed, 18 May 2005 09:05:41 +0000 (UTC):
> On 2005-05-18, Mark 'Kamikaze' Hughes <kamikaze@kuoi.asui.uidaho.edu> wrote:
>> Greg Egan's pretty much the perfect "hard SF AKA cyberpunk" writer.
>> Alastair Reynolds is a good modern hard SF writer whose novels would
>> have been called cyberpunk 10 years ago (compare them to Bruce
>> Sterling's <Involution Ocean>, <The Artificial Kid>, or <Schismatrix>
>> and tell me there's any difference). In the soft SF but still cyberpunk
> So you're saying cyberpunk means pretty much the exploration of
> (possibly unexpected) uses and consequences of modern and future
> technologies? This seems to include a pretty wide chunk of all science
> fiction literature.

Almost. It's about the ways that people really use technology, rather
than the ways they're expected to. And while that's a lot of modern
hard SF, that's really bizarre and unusual in classic SF.
Traditionally, only the elite got to use the cool tech, often invented
it, they rarely share it with the public, and they all used it how the
manual says. Classic SF is rarely about rebels, it's told from the
point of view of the power structure, who are pretty hard for most of us
to sympathize with.

That's why I say that the cyberpunks won. It's hard to even conceive
of how bad SF used to be in the old days; there's a reason why SF nearly
died in the '70s.

> I've associated cyberpunk with settings that are not that distant from
> the present time, very often deal with technological dehumanization with
> evil corporate entities being a common example, features some sort of
> street culture, like you said, and tends to be some kind of noir
> detective story. The last point is probably the issue I have with the
> idea that most modern SF is cyberpunk. The "hard boiled" stories are a
> subset which I associate with core cyberpunk works.

The "evil corporation" meme is VERY rare in cyberpunk, maybe
nonexistent. I can't think of any truly evil corps in cyberpunk novels.
Please, name some if you've got a real suggestion. I think it's a myth.
The New Wave writers are all hardline Communists, and *they* had a lot
of evil corps, but the cyberpunks were all aware of the neutral to
positive-from-their-POV behavior of real corporations. Corporations
aren't good or evil, they're just the gigantic, lumbering part of the
ecology you live in. If you're a small, fast mammal, you can get a lot
done before the corporations notice.

Hard boiled detectives pretty much only appear in <Blade Runner> and
Effinger's books, which started as a parody of Blade Runner (since a
hard-boiled detective in Muslim culture is not real functional). All
the others just have street people and rebels as the protagonists.

The rest is just surface material. It's what the story's about that
makes it cyberpunk.

> A hard SF author who I don't think is doing anything like cyberpunk is
> Stephen Baxter.

Baxter is not hard SF, given the liberties he takes with physics and
the ridiculous power level he works with, but that's unsurprising: he's
very intentionally writing in the style of E.E. "Doc" Smith. It's
cheesy pulp space opera.

> One reason I don't particularly like cyberpunk is its preoccupation with
> street thugs. Traditional SF deals with scientific understanding of the
> universe, which is among the higher aspirations humans can have. Street
> crime, on the other hand, is pretty low. Too often cyberpunk literature
> seems to be asking how low can people go, and there is already plenty of
> literature that does that. Hard SF that asks how high can people go is
> much more rare and also more challenging to write.

Stories about testosterone-poisoned heroes and perky-breasted heroines
saving the universe in a nonsensical economy are not more challenging to
write than more realistic stories. Something's wrong when I even have
to point that out. It's easy to write yet another pretentious snob
who's never left his ivory tower and upper-class lifestyle, which is
what most of those "how high can people go" stories are.

Most of the world, now and almost certainly for the next few
centuries, isn't like that. Most of the world is street culture; that
doesn't make them "thugs", it makes them normal people. Some are
criminals, some aren't. Given one of the most common setting
assumptions, that the wealth inequality between rich and poor will
continue to widen, that's going to be more and more of the population.
The poor may get objectively richer, and may have access to a standard
of living and technology that our current rich can't even imagine, but
the rich of that time will be at an even higher level, prompting
rebellion and crime to better yourself and those you care about.

And if you don't like that, don't read it. I don't generally read
space opera, because it's mostly juvenile nonsense.

--
<a href="http://kuoi.asui.uidaho.edu/~kamikaze/"> Mark Hughes </a>
"Gibson and I dueled among blazing stacks of books for a while. [...] The
streets were crowded with his black-suited minions and I had to turn into a
swarm of locusts and fly back to Seattle." -Neal Stephenson, /. interview
 
Archived from groups: rec.games.roguelike.development (More info?)

Mark 'Kamikaze' Hughes wrote:
> That's why I say that the cyberpunks won. It's hard to even conceive
> of how bad SF used to be in the old days; there's a reason why SF nearly
> died in the '70s.

Not that it matters, but I really enjoy reading old SF. I have a
pretty sizable collection of old SF novels, and a number of old
compilations of SF stories, and I find them to be great reads. Most
of the old SF stories were about something imaginative and unique,
usually concerning themselves with ideas or themes, as opposed to
strong central characters. I dig the new SF, and constantly devour
every cyberpunk novel that comes my way, but I also still find old SF
to be a refreshing change of pace, and always worth reading.


--
Read more about my three projects, SoulEaterRL,
Necropolis, and a little toy RL.

http://www.freewebs.com/timsrl/index.htm

--
 
Archived from groups: rec.games.roguelike.development (More info?)

Dnia 20 May 2005 22:03:36 GMT,
Mark 'Kamikaze' Hughes napisal(a):

> The Sheep <sheep@atos.wmid.amu.edu.pl>
> wrote on Wed, 18 May 2005 14:55:59 +0000 (UTC):

> Since that's the definition of cyberpunk used by the original
> cyberpunk authors, it's a statement of fact, not opinion. My opinions
> are the comments I put on each author's work, but given my study of the
> genre, that's pretty authoritative, too. Also, reread the disclaimer on
> the first page of my Cyberpunk media rant.

Oh, sure. So the Gibson is a moron officially? 😉

> How I'd do a cyberpunk roguelike:

> Generate random, escalating missions to send the player into corporate
> buildings. The player has to fight or sneak past groups of security
> drones and mooks and a few higher-level enemies, get to the objective,
> and return to the evac point. Netrunning can be used to create false
> alarms elsewhere in the building to draw away guards, or to disable
> existing alarms so you can sneak past inattentive guards.

> Between missions, the city could be shown in a large abstract
> overview, as if you're driving around. Your hideout lets you store
> items and money and do some netrunning to research missions. Agents who
> want to hire you call you (or send email) at your hideout, and you meet
> them at the bar to get the details. Stores sell equipment. The
> hospital repairs wounds and installs cyberware (I wouldn't let the
> player heal significantly in-mission, that just doesn't feel right for
> the genre). Some mission sites would be in the city, others would
> require going to the airport or spaceport.

> That's just the obvious stuff off the top of my head. If I was going
> to sit down and make a cyberpunk roguelike, I'd start with that, go
> reread a few choice books, and from there start designing to emulate the
> parts I liked.

Allright, that's description of the setting. You could produce any story
out of it.

But how do you do "exploring new technologies and using them to change the
world" or that "identity search" thing you say cyberpunk is all about?

--
Radomir @**@_ Bee! The quest for the Real World:
`The Sheep' ('') 3 Try #1: cd /..
Dopieralski .vvVvVVVVVvVVVvv.
 
Archived from groups: rec.games.roguelike.development (More info?)

Dnia 20 May 2005 22:34:03 GMT,
Mark 'Kamikaze' Hughes napisal(a):

> Risto Saarelma <rsaarelm@gmail.com>
> wrote on Wed, 18 May 2005 09:05:41 +0000 (UTC):
>> On 2005-05-18, Mark 'Kamikaze' Hughes <kamikaze@kuoi.asui.uidaho.edu> wrote:
> Hard boiled detectives pretty much only appear in <Blade Runner> and
> Effinger's books, which started as a parody of Blade Runner (since a
> hard-boiled detective in Muslim culture is not real functional). All
> the others just have street people and rebels as the protagonists.

I wonder... Do you think Harrison's "Stainless Steel Rat" series is
cyberpunk? :3

--
Radomir @**@_ Bee! The quest for the Real World:
`The Sheep' ('') 3 Try #1: cd /..
Dopieralski .vvVvVVVVVvVVVvv.
 
Archived from groups: rec.games.roguelike.development (More info?)

The Sheep <sheep@atos.wmid.amu.edu.pl>
wrote on Sat, 21 May 2005 10:07:13 +0000 (UTC):
> Dnia 20 May 2005 22:34:03 GMT,
> Mark 'Kamikaze' Hughes napisal(a):
>> Risto Saarelma <rsaarelm@gmail.com>
>> wrote on Wed, 18 May 2005 09:05:41 +0000 (UTC):
>>> On 2005-05-18, Mark 'Kamikaze' Hughes <kamikaze@kuoi.asui.uidaho.edu> wrote:
>> Hard boiled detectives pretty much only appear in <Blade Runner> and
>> Effinger's books, which started as a parody of Blade Runner (since a
>> hard-boiled detective in Muslim culture is not real functional). All
>> the others just have street people and rebels as the protagonists.
> I wonder... Do you think Harrison's "Stainless Steel Rat" series is
> cyberpunk? :3

It's borderline, but I wouldn't call the Rat a detective, hard-boiled
or otherwise. He's a sociopathic con artist and thief (as opposed to
his wife, who's a full-on psychopathic mass murderer), recruited to do
dirty work for the government. They're pretty typical cyberpunk
protagonists. The only thing keeping the stories from being cyberpunk
is that they aren't concerned at all with uses of technology or media,
they're just espionage/adventure stories.

Harrison's <Make Room! Make Room!> is one of the classics of dystopian
SF (it's based on the now-known-to-be-flawed Club of Rome demographic
and resource projections that said all 20 billion people on the planet
would be starving and out of oil by 1980, but at the time it was a
reasonable premise), so he knows where the genre is if he ever wants to
write in it.

--
<a href="http://kuoi.asui.uidaho.edu/~kamikaze/"> Mark Hughes </a>
"Gibson and I dueled among blazing stacks of books for a while. [...] The
streets were crowded with his black-suited minions and I had to turn into a
swarm of locusts and fly back to Seattle." -Neal Stephenson, /. interview
 
Archived from groups: rec.games.roguelike.development (More info?)

Kornel Kisielewicz wrote:
> Twisted One wrote:
>> Kornel Kisielewicz wrote:
>>
>>> Aaah, and how about "Akira"? ;-)
>>
>> As in Fubuki? Yeah she's kinda hot. Uh, what was the topic again?
>
> Nah, the Akira anime movie ;-). But I guess, you're completely
> antimangish, so you wouldn't know ;-)

No, just not familiar with it, aside from kid stuff like pokemon, where
I merely *wish* I weren't.

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
Archived from groups: rec.games.roguelike.development (More info?)

Mark 'Kamikaze' Hughes wrote:
> Risto Saarelma <rsaarelm@gmail.com>
<snip>
>>One reason I don't particularly like cyberpunk is its preoccupation with
>>street thugs. Traditional SF deals with scientific understanding of the
>>universe, which is among the higher aspirations humans can have. Street
>>crime, on the other hand, is pretty low. Too often cyberpunk literature
>>seems to be asking how low can people go, and there is already plenty of
>>literature that does that. Hard SF that asks how high can people go is
>>much more rare and also more challenging to write.
>
>
> Stories about testosterone-poisoned heroes and perky-breasted heroines
> saving the universe in a nonsensical economy are not more challenging to
> write than more realistic stories. Something's wrong when I even have
> to point that out. It's easy to write yet another pretentious snob
> who's never left his ivory tower and upper-class lifestyle, which is
> what most of those "how high can people go" stories are.

Red Mars. Green Mars. Blue Mars. (Kim Stanley Robinson)
No testosterone-poisoned heroes. Maybe some perky-breasted heroines but
I don't think KSR ever uses the word "perky" except as maybe a
personality description.

The series is rather idealistic, and has some weird ideas about economy,
but it is an example of "how high can people go", after a fashion. It
also describes some lows, though.
 
Archived from groups: rec.games.roguelike.development (More info?)

Elethiomel wrote:
> Red Mars. Green Mars. Blue Mars. (Kim Stanley Robinson)
> No testosterone-poisoned heroes. Maybe some perky-breasted heroines but
> I don't think KSR ever uses the word "perky" except as maybe a
> personality description.
>
> The series is rather idealistic, and has some weird ideas about economy,
> but it is an example of "how high can people go", after a fashion. It
> also describes some lows, though.

I read the first one; it seemed like a soap opera set on a mars colony. Gah.

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
Archived from groups: rec.games.roguelike.development (More info?)

In article <slrnd8spe5.eai.kamikaze@kuoi.asui.uidaho.edu>, Mark 'Kamikaze' Hughes <kamikaze@kuoi.asui.uidaho.edu> wrote:
> Most of the world, now and almost certainly for the next few
>centuries, isn't like that. Most of the world is street culture;

Experiences vary. I think the world is mostly farms and burbs.

Alan
 
Archived from groups: rec.games.roguelike.development (More info?)

On 2005-05-20, Mark 'Kamikaze' Hughes <kamikaze@kuoi.asui.uidaho.edu> wrote:
> Almost. It's about the ways that people really use technology, rather
> than the ways they're expected to. And while that's a lot of modern
> hard SF, that's really bizarre and unusual in classic SF.

This is a very interesting statement. Against whose expectations are the
people actually acting? I don't think that the assumption that the
developers of technology and the users of technology are different
parties is essential for hard SF, even though it does seem important for
cyberpunk. This is a situation close to the one we have now, with
corporations developing technology and having expectations for its
proper use, and with actual users inventing all sorts of new uses, not
all of which the corporations may approve of.

But I find it a bit strange to assume that all plausible future
societies would follow this model. For instance, what about a society
where tools and education are so good that everyone can design and build
their own technologies? Big corporations are no longer the only possible
sources of advanced technology, and the innovative users of technology
probably also manufacture their own gear. Of course there would be all
sorts of societal structures, but they wouldn't be at all as easy to
extrapolate from the present situation as in stuff I think is cyberpunk.

> of evil corps, but the cyberpunks were all aware of the neutral to
> positive-from-their-POV behavior of real corporations. Corporations
> aren't good or evil, they're just the gigantic, lumbering part of the
> ecology you live in. If you're a small, fast mammal, you can get a lot
> done before the corporations notice.

Well, the Johnny Mnemonic movie had an evil corporation, but that might
not be a very good example of a definite cyberpunk classic.

The idea that the protagonists are trying to stealthily do stuff under
the corporations' radar does kinda imply that the corporations are at
least a little bit ominous. Both powerful enough to cause serious
trouble and not necessarily very sympathetic to the protagonists' aims.

>> A hard SF author who I don't think is doing anything like cyberpunk is
>> Stephen Baxter.
>
> Baxter is not hard SF, given the liberties he takes with physics and
> the ridiculous power level he works with, but that's unsurprising: he's
> very intentionally writing in the style of E.E. "Doc" Smith. It's
> cheesy pulp space opera.

It's of course not possible to exatly define what is hard SF and what
isn't, as the definition is too fuzzy. Most people who discuss hard SF
tend to classify Baxter's books as such.

You say that the books aren't hard SF because of physical inaccuracies
(any examples, btw?). Still, Baxter's stories often are *about* physics.
Most of it physics according to current scientific understanding even,
not something that he just thought up to make the story work.

So if we both agree that physics are an important aspect of what hard SF
is, saying Baxter isn't hard SF because he messes with the details when
writing about something quite relevant to hard SF is a bit strange.

> Stories about testosterone-poisoned heroes and perky-breasted heroines
> saving the universe in a nonsensical economy are not more challenging to
> write than more realistic stories. Something's wrong when I even have
> to point that out. It's easy to write yet another pretentious snob

Might be the fact that your description is a pretty odd one for Greg
Egan's or Stephen Baxter's books, which I used as examples of
challenging-to-write non-cyberpunk SF.

The easy part in cyberpunk is that most of the setting is the one we
already live in. Just extrapolate the trends. With something stranger,
like Greg Egan's upload civilizations or Iain M. Banks' Culture, you
have to do a lot more innovative world-building from the ground up to
make the setting work.

> who's never left his ivory tower and upper-class lifestyle, which is
> what most of those "how high can people go" stories are.

Well, there's the Science part of Science Fiction. So far we've talked
about technology and economics, but what about stories that are about
science (and tend to have some upper-class atmosphere, insofar as people
who have to worry about when they will get their next meal tend not to
do much science)?

--
Risto Saarelma
 
Archived from groups: rec.games.roguelike.development (More info?)

"Risto Saarelma" <rsaarelm@gmail.com> wrote in message
news:d6pv40$jl4$1@nyytiset.pp.htv.fi...
[...]
> But I find it a bit strange to assume that all plausible future
> societies would follow this model. For instance, what about a society
> where tools and education are so good that everyone can design and build
> their own technologies? Big corporations are no longer the only possible
> sources of advanced technology, and the innovative users of technology
> probably also manufacture their own gear. Of course there would be all
> sorts of societal structures, but they wouldn't be at all as easy to
> extrapolate from the present situation as in stuff I think is cyberpunk.
[...]

Have you read Neal Stephenson's /The Diamond Age/? You should check it out
if you're interested in seeing how what you describe does in fact *not*
contradict a 'cyberpunk future' (TM).

Cheers,

--Nolithius
 
Archived from groups: rec.games.roguelike.development (More info?)

Twisted One wrote:
> Kornel Kisielewicz wrote:
>> Nah, the Akira anime movie ;-). But I guess, you're completely
>> antimangish, so you wouldn't know ;-)
>
> No, just not familiar with it, aside from kid stuff like pokemon, where
> I merely *wish* I weren't.

Well, I was the same -- the first manga/anime contact was
Pokemon/Dragonball/Sailor Moon -- talk about an unapealing (to me) mix.
But then someone borrowed me a few CD's with anime especialy Berserk. I
fell in love ;-).

You to should try it some day ;-).
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"It's much easier to make an army of dumb good people than to
make one single smart good guy..." -- DarkGod
 
Archived from groups: rec.games.roguelike.development (More info?)

Twisted One napisał(a):

[...]

>
> No, just not familiar with it, aside from kid stuff like pokemon, where
> I merely *wish* I weren't.
>

Hey, pokemon are very good stuff. Sapphire/ruby versions are great. I
like the whole serie because of combat mechanic.

I once played fantasy-with-pokemon rpg. :)

--
Milesss
m i l e s s s @ i n t e r i a . p l
www.milesss.mylog.pl
"/0"
 
Archived from groups: rec.games.roguelike.development (More info?)

Kornel Kisielewicz wrote:
> Well, I was the same -- the first manga/anime contact was
> Pokemon/Dragonball/Sailor Moon -- talk about an unapealing (to me) mix.
> But then someone borrowed me a few CD's with anime especialy Berserk. I
> fell in love ;-).
>
> You to should try it some day ;-).

Too bad that would cost money -- the local stations' late-night movies
invariably are something that can't conceivably be mistaken for anime
even by an idiot. And on my budget, I want to be absolutely sure I'm not
going to be wasting my money before I plonk down $30-40 on any store
countertop. ;P

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
Archived from groups: rec.games.roguelike.development (More info?)

Elethiomel <kkkk@lllllll.mmmm>
wrote on Sat, 21 May 2005 19:11:02 +0200:
> Mark 'Kamikaze' Hughes wrote:
>> Risto Saarelma <rsaarelm@gmail.com>
> <snip>
>>>One reason I don't particularly like cyberpunk is its preoccupation with
>>>street thugs. Traditional SF deals with scientific understanding of the
>>>universe, which is among the higher aspirations humans can have. Street
>>>crime, on the other hand, is pretty low. Too often cyberpunk literature
>>>seems to be asking how low can people go, and there is already plenty of
>>>literature that does that. Hard SF that asks how high can people go is
>>>much more rare and also more challenging to write.
>> Stories about testosterone-poisoned heroes and perky-breasted heroines
>> saving the universe in a nonsensical economy are not more challenging to
>> write than more realistic stories. Something's wrong when I even have
>> to point that out. It's easy to write yet another pretentious snob
>> who's never left his ivory tower and upper-class lifestyle, which is
>> what most of those "how high can people go" stories are.
> Red Mars. Green Mars. Blue Mars. (Kim Stanley Robinson)
> No testosterone-poisoned heroes. Maybe some perky-breasted heroines but
> I don't think KSR ever uses the word "perky" except as maybe a
> personality description.
> The series is rather idealistic, and has some weird ideas about economy,
> but it is an example of "how high can people go", after a fashion. It
> also describes some lows, though.

He's also a "New Wave"/"literary SF" writer, a hardline communist (the
source of his weird ideas about economy), and his science is
*incredibly* bad and wrong, all of which are toxic to me. I barely made
it through <Red Mars>, and wasn't going to injure myself with the rest.

A realistic story about colonizing Mars--like those by Ben Bova--would
have required rather more research and effort than KSR was willing or
able to put in. Much of Bova's hard SF essentially takes place in
cyberpunk settings (<Colony> most blatantly), but he concentrates on the
power elite and the science, ignoring what the popular culture is doing.

--
<a href="http://kuoi.asui.uidaho.edu/~kamikaze/"> Mark Hughes </a>
"Gibson and I dueled among blazing stacks of books for a while. [...] The
streets were crowded with his black-suited minions and I had to turn into a
swarm of locusts and fly back to Seattle." -Neal Stephenson, /. interview