{"id":227741,"date":"2017-07-14T05:25:27","date_gmt":"2017-07-14T09:25:27","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/making-cyberpunk-when-mike-pondsmith-met-cd-projekt-red-eurogamer-net.php"},"modified":"2017-07-14T05:25:27","modified_gmt":"2017-07-14T09:25:27","slug":"making-cyberpunk-when-mike-pondsmith-met-cd-projekt-red-eurogamer-net","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/cyberpunk\/making-cyberpunk-when-mike-pondsmith-met-cd-projekt-red-eurogamer-net.php","title":{"rendered":"Making Cyberpunk: when Mike Pondsmith met CD Projekt Red &#8211; Eurogamer.net"},"content":{"rendered":"<p><p>    By Robert Purchese Published    12\/07\/2017  <\/p>\n<p>    \"We had Communism and we had Cyberpunk.\"  <\/p>\n<p>    Mike Pondsmith would hear those words 25 years after he'd joked    about how few people would play a Polish translation of his    American paper role-playing game Cyberpunk in a country behind    the Iron Curtain. They would be the words spoken by a company    offering him the deal of his life, and the words responsible    for him signing it. Now nearly 30 years after Mike Pondsmith    first published Cyberpunk, we're about to see the fruits of the    seeds he once inadvertently sowed: Cyberpunk 2077.  <\/p>\n<p>    With The Witcher series resting in the wings, CD Projekt Red is    ready to bring this new collaboration centre stage, and as the    spotlight of attention on Cyberpunk 2077 swivels closer, Mike    Pondsmith is naturally caught in the glare. Who is this man    behind the game CD Projekt Red's near future will be based on -    and how is he helping shape it? I followed Mike Pondsmith to    Spanish conference Gamelab to find out.  <\/p>\n<p>    Face to face, Mike Pondsmith is a storyteller. You've seen him    before in a video promoting Cyberpunk 2077, but he's    embarrassed by it. It was four years ago and he isn't anywhere    near as moody in real life. If anything he's sassy, relishing    in a story's build up before dropping his head and looking over    his pencil-narrow specs for the punchline. He's easy company    and seems to know everything, as game designers do. \"You need    to read everything; you will use everything,\" he says. \"You eat    mozzarella, you eat dough, you eat tomatoes and you spit out    pizza.\" He's got a million silly sayings like that.  <\/p>\n<p>    He grew up a \"service brat\", always moving home with his US Air    Force dad, spending time living in Germany as well as all round    the States. It gave him an eclectic perspective, a never-ending    string of teachers and influences, and who knows? Perhaps not a    regular crowd of friends to entertain himself with. By 11 he'd    discovered science fiction, and by 11 he'd also made his first    game: a chess-like creation played on a rectangular board with    raised squares representing different stages of hyperspace. The    idea was to get your ships to the other side, dodging the enemy    ships by dropping in and out of hyperspace.  <\/p>\n<p>    He tells a memorable tale about his first run-ins with Dungeons    & Dragons. \"This was way the heck back,\" he begins. \"One of    the guys in our circle brought back a copy of the original    Dungeons & Dragons and came back and we made characters and    played, up all night. And we were loud with it.  <\/p>\n<p>    \"[My friend's] apartment was down in a fairly seedy part of    Berkeley, and one of the nights we were making so much noise    that one of the ladies of the evening actually came by to find    out what we were doing and... she got into it! So we had this    woman who, when she wasn't turning tricks, was basically    playing our cleric.\"  <\/p>\n<p>    He was into sci-fi, comics and war gaming but also played in    bands. \"I wasn't exactly a geek,\" he says, \"because there    weren't geeks then,\" and by university he was even positively    \"obnoxious\", as his future wife would once describe him - he'd    asked her friend out instead of her. \"That was during my weird    'big man on campus days',\" he explains, \"when I was dating a    lot of people and being, 'Hey, here I am!'\"  <\/p>\n<p>    To get another shot he'd have to pick up gaming again and join    an Advanced Dungeons & Dragons group she was in. \"And I got    invited into a game that was currently being run by her old    boyfriend,\" he says, \"who proceeded to try, in every way    possible, to kill my character!  <\/p>\n<p>    \"You've gotta understand, back then I had a big afro, I wore    mirrorshades, a ratty army jacket, motorcycle boots and carried    a six-inch knife - I'd been working in West Oakland which is a    real rough neighbourhood. I did not look like the person you    wanted to bother! And so there I am in his game and we'd all be    on the wall somewhere, fighting some orcs, and he'd send a    balrog after me.\"  <\/p>\n<p>    But the balrog didn't work - do they ever? - and Mike and Lisa    are now living happily ever after. But more importantly back    then, Pondsmith was back in gaming, and back in gaming shops,    where one afternoon he bumped into Traveller, a science fiction    role-playing game. \"I was stoked,\" he says. \"I got it back and    I whipped out my black books and I started working.\"  <\/p>\n<p>    He was around 20 years old when he made what would become his    first commercial game, Mekton, inspired by Japanese comic    Mobile Suit Gundam. A game about big robots fighting each    other. He used the type-setting machine at the University of    California, where he was working, to make it, then took Mekton    to a conference nearby to try it out. Six people played the    first day but 40 people turned up the next, and they wanted to    know when they could buy it. Pondsmith borrowed $500 from his    mum in 1982 to start R. Talsorian Games and fulfil their    wishes. \"I was now a game designer whether I planned to be one    or not.\"  <\/p>\n<p>    The idea of Cyberpunk came to Pondsmith while crossing the San    Francisco Bay Bridge at two o'clock in the morning roughly five    years later. Blade Runner was his favourite film and he really    loved how the city looked that night. \"Hmm I wonder...\" he    thought.  <\/p>\n<p>    He wanted to create a future - the first edition was set in    2013, jarringly - where society didn't work but access to    technology and information allowed normal people to overcome    the barriers and restrictions usually held in place by a    powerful and influential elite. \"And that access,\" he says, \"is    rebellious, it's dangerous, it takes risks.\"  <\/p>\n<p>    Cyberpunk was the 1980s: the bottled excitement of where all    the rapidly evolving technology - mobile phones and personal    computers! - would lead, mixed with a blaring screech of punky    nonconformity. A game of \"big guns, rock and roll, drugs and    craziness\". \"All the bad things you're supposed to not    do in other role-playing games - not supposed to rob, not    supposed to steal, not supposed to bust into buildings and say,    'Give me your cyberware and all your chips!' - you do that in    Cyberpunk.\" He would give people \"a wonderful opportunity to do    bad things\".  <\/p>\n<p>    \"I figured it would do well,\" he says, \"but I didn't expect I    would be riding a cultural wave. It sold just ridiculously. It    was a life-changing release.\"  <\/p>\n<p>    The success of Cyberpunk, released in 1988, moved R. Talsorian    Games out of Pondsmith's house and into a proper office, and    would dominate the company's output for years, producing    numerous supplements as well as a second edition, Cyberpunk    2020, in 1990. A third edition would have arrived earlier than    2005, but was delayed when Pondsmith's self-described knack of    predicting the future threw up a problem.  <\/p>\n<p>    \"I blew up the Arasaka twin towers in Night City with a nuclear    weapon,\" he says. \"I'd written it. I was sitting there,    finishing off, doing a sequence where a full-body cyborg is    running around - she's basically part of the recovery team    getting bodies out of these gigantic buildings that have been    blown up. I finish this, I walk out, and I look at the TV and I    go: 'Is that a movie or something?'\"  <\/p>\n<p>    It was September 11th, 2001.  <\/p>\n<p>    \"This is too chilling,\" he thinks. \"I'm watching the World    Trade Center going, 'Not only am I horrified about this but    I've just done this entire sequence, including the fire and    rescue people going in, pulling people out of the building, the    wreckage. I'm going, 'Oh no, no no - this is just ridiculous.'    This is why Cyberpunk third was late.\"  <\/p>\n<p>    But no amount of success and forecasting could keep the paper    gaming market from crashing and burning in the late '90s, and    Pondsmith, now with dozens and dozens of releases under his    belt - including new series Castle Falkenstein - was forced to    put Talsorian on ice and look for another job. \"I had a kid to    raise,\" he says.  <\/p>\n<p>    Then the phone rang. \"And Microsoft showed up out of leftfield    and said, 'Hey you want a job?' And I went, 'I already have a    job - I have a whole company.' And they went, 'Oh you can keep    your company, that's fine.' And I went, 'Okay... How much are    you paying me?' And they gave me a number and I went, 'That's    more money than God.'\"  <\/p>\n<p>    His Microsoft job was running a concept team, coming up with    ideas for big teams to move onto when their projects wrapped.    He worked on games like Crimson Skies, Blood Wake (an Xbox    launch title) and the Flight Sim series, and \"oversaw a bunch    of other teams that did things that never made the light of    day\". Microsoft even sent him to pitch a Matrix game idea to    the Wachowskis, but despite bonding over a love of kung    fu\/wushu, and enjoying each other's company, he didn't get the    gig.  <\/p>\n<p>    He would go on to work on The Matrix Online at Monolith,    though, \"a very odd project I never quite figured out what was    going on with, except that the directions kept changing\". By    the time    The Matrix Online came out and sunk, Pondsmith was    freelance and eyeing a teaching post at DigiPen Institute of    Technolog in Redmond, Washington - and The Matrix Online    remained, for a long time, the closest he came to making a    Cyberpunk video game.  <\/p>\n<p>    Then in 2012, in the midst of an R. Talsorian Games    reformation, the phone rang again. It was a call from Poland,    from The Witcher studio CD Projekt Red. \"CDPR drop out of the    sky and say, 'Hello we're a bunch of guys from Poland and we    want to do Cyberpunk.'  <\/p>\n<p>    \"We're cracking up,\" he says. \"When we did the licence my    comment was, 'Well there will be six guys who play it in    Polish,' and it turned out they were the people who    did!\"  <\/p>\n<p>    He was sent The Witcher 2: Assassins of Kings as a kind of    convincer and, \"holy crap\", he thought it was great. But he was    also sceptical. It wasn't the first time someone had asked to    do a Cyberpunk video game. \"It's been pretty much under licence    since its inception,\" he says, and several major publishers had    had a shot. The closest it came was contract negotiations \"but    the problem was they wanted to change almost everything    involved\" and so the negotiations fell apart.  <\/p>\n<p>    He'd also seen Eastern European development studios during his    several years at Microsoft, where he also worked as a studio    sorter-outer - a fixer. \"I had been to a lot of countries that    had just come out from the Iron Curtain and worked with dev    houses over there, so I figured CDPR was a bunch of guys in a    little sweatshop somewhere,\" he says. \"In one place in Hungary    they produced beautiful stuff but it was literally a broom    closet with 25 guys crammed over overheated monitors. That's    what I expected.\"  <\/p>\n<p>    Yet, intrigued, he took the offer of a trip to Poland - and his    mind began to change. \"I get over there and they set me up in    this really nice hotel and give me this driver who looks like    he should have been driving spies around. He was almost as wide    as he was tall, had heavy accent like ziss, spoke very little    English, wore a severe black suit and drove a Mercedes.  <\/p>\n<p>    \"'This is pretty posh for a bunch of guys working in a broom    closet,'\" he thought - but he was still preparing to let CD    Projekt Red down. It wasn't until he got into the studio and    cast his Microsoft-trained eye over tools, procedures and    general set-up that he thought, \"Wow. This works.\"  <\/p>\n<p>    What impressed him most, however, was how much CD Projekt Red    knew about Cyberpunk. \"They knew more about a lot of the things    we did in the original Cyberpunk game than anybody we'd ever    talked to,\" he says. \"There were points where I was going, 'I    had forgotten that,' and I wrote the damn thing! I realised    these guys are fans. They loved it because they had grown up    playing it. Nobody had really looked at it from that standpoint    before.\"  <\/p>\n<p>    CD Projekt Red shrugged and explained: \"We had Communism and we    had Cyberpunk.\"  <\/p>\n<p>    \"And that,\" Pondsmith says, \"sealed it for us.\"  <\/p>\n<p>    When he struck his deal with CD Projekt Red, Mike Pondsmith had    many advantages over the studio's other major licence partner        Witcher author Andrzej Sapkowski, who openly bemoans his    lot. Sapkowski had no faith in games and no faith CD    Projekt Red would actually make one. A decade later, Pondsmith    - who had plenty of faith in games already - could play The    Witcher 2 and see development of The Witcher 3. He had also    spent time working on intellectual property at Microsoft so he    knew what kind of deal he wanted to cut. \"Suffice to say we    made a lot more money in this deal than Sapkowski,\" he tells    me. \"I don't want to retire but I could.\"  <\/p>\n<p>    The deal took around six months to strike. \"It was a longer    process because we were thinking in terms of a series and a    franchise,\" he says, \"so we had to figure out 'how is this    going to work five games from now?'\"  <\/p>\n<p>    The deal declares CD Projekt Red the rights to \"Cyberpunk    2077-backed stuff until the end of time and hell freezes over\"    - and exclusively, from what I can tell. \"The way we operate is    we do everything up to the 2077 period and they do beyond. Part    of that was to allow everyone a little room.  <\/p>\n<p>    \"When I write new stuff for Cyberpunk now, I talk to them so    what I do in 2030 matches up with what's going to happen in    2077. It allows them the ability to move forward and I can    still create new stuff as long as we stay coordinated.\"  <\/p>\n<p>    For instance: \"A couple of weeks ago I went over the current    story script and was going through it, 'okay okay this is great    this is great - oh by the way that person is dead',\" he says.    \"We're constantly going back and forth, we work really hard on    the timeline. We want people to have that sense that there's a    coherent universe. They mesh together surprisingly well.\"  <\/p>\n<p>    CD Projekt Red didn't realise Pondsmith had a decade in video    games until a few meetings in. \"That's when the deal shifted    from being an IP deal to my being actually pretty involved,\" he    says, and the collaboration began with getting the Cyberpunk    feel and concepts in place.  <\/p>\n<p>    \"Most people tend to look at it as 'if it's grim it's    Cyberpunk',\" he says. \"I really believe that there should be    something that's kick out the jams, rocking it, raising hell -    the rebellion part of it. That's what we've been aiming for, to    get that feeling. I want people to feel like it's a dark future    but there are points you can have fun in it.\"  <\/p>\n<p>    Cyberpunk also has to be personal. \"You don't save the world,    you save yourself,\" he says. \"That's a very important thing.    You're usually not the hero, you're absolutely downtrodden,    you're usually the people who are not going to be up top but    access to technology, knowledge, and 'what the hell I'm going    to do this' gets you through.\"  <\/p>\n<p>    Concepts and feeling aside, there's just a sheer mountain of    Cyberpunk data to get through, spanning three sourcebooks and    numerous supplements with them. Cities are mapped right down to    minutiae - use your own technology access to find scans of    Cyberpunk sourcebooks and you'll see what I mean. The amount of    data swamps what CD Projekt Red had to work with for The    Witcher, and while it's a gift of a resource, laying all of it    down takes time.  <\/p>\n<p>    But time they've had. There's been     a small team beavering away on Cyberpunk 2077 ever since the    game was announced in 2012 - an announcement done to    attract talent to the studio, which isn't something CD Projekt    Red has to worry about now. When     I visited CD Projekt Red in 2013, to learn the studio's    history, there were roughly 50 people working on the game.    I don't know how large the team grew after that because        when I returned as a fly on the wall during The Witcher 3's    launch, I wasn't allowed to see. This is because of CD    Projekt Red's reinforced silence surrounding the game, a way of    managing expectations in a post-Witcher 3 world. Simply,        CD Projekt Red is not talking about Cyberpunk until it has    something to show.  <\/p>\n<p>    Since The Witcher 3 launched, Pondsmith says CD Projekt Red has    grown. \"The number of bodies there has at least doubled,\" he    says, \"and now they're pretty much all on Cyberpunk. It's an    impressive ton of people. I remember one trip I met the entire    team in Warsaw and then went to Krakow [CD Projekt Red's    smaller, second studio, opened in 2013], met the team and then    went back to Warsaw again. The team has grown tremendously.\"  <\/p>\n<p>    Pondsmith visits three or four times a year, hand-delivering    paperwork and data - to avoid any \"disasters\" like     the recent Cyberpunk 2077 asset theft - and spending days    in endless meetings with every team. One of the reasons he    believes his paper Cyberpunk game was so successful was the    \"tremendous\" amount of research poured into making it feel    real. A ranger paramedic, who had put people back together in    combat situations, advised on the damage system, and a trauma    surgeon explained exactly what happened when you drilled into    someone's head for an implant.  <\/p>\n<p>    As for guns: there's nothing like firing the real thing. \"I    just bought some new hardware,\" Pondsmith happily tells me, but    it's as much for his Talsorian team as for him. \"You're not    going to write about shooting guns without knowing how to shoot    guns,\" he tells them. \"You need to go down and find out because    otherwise you're going to be talking about silly things like,    'Yeah I one-handedly picked a .357 [Magnum] and fired it.'    Yeah, and you broke your wrist.\"  <\/p>\n<p>    How many guns he owns he won't tell me, which makes me think he    owns a lot. He's got a Broomhandle Mauser, the vintage gun Han    Solo's Star Wars pistol is based on, but his favourite [which    he doesn't own, he has since clarified] is an H&K MP5K.    \"It's the shorty equivalent of the Uzi and it's a beautiful    gun,\" he assures me. \"When we go down to Vegas I go out and    shoot them then because they're illegal as hell in most of the    United States.\"  <\/p>\n<p>    His son is also a fan of weaponry, albeit medieval, and owns    several swords and bows. \"The joke is that if someone broke    into our house, the biggest pause would be everyone in the    house deciding what they were going to kill them with, between    the swords, the guns, the crossbows...\" he laughs.  <\/p>\n<p>    Pondsmith has cast his fastidious eye for authenticity over    Cyberpunk 2077 development from the beginning. And it's that,    coupled with the wisdom imparted from more than a decade of    making games, which makes his contribution an entire world away    from the snooty indifference Andrzej Sapkowski showed CD    Projekt Red during Witcher development. And all the hard work    is paying off.  <\/p>\n<p>    \"We saw some gameplay stuff when I was over there last time and    I went, 'Yeah this feels like I'm doing a good Cyberpunk game    here; I'm in the middle of a run I would have set up,'\" he    says. \"It's pretty flashy I tell ya. We go, 'Yeah. Yeah.    Yeah! You told me this is good - but this is really    cool.'\"  <\/p>\n<p>    One unexpected off-shoot of the Cyberpunk 2077 collaboration is        the Witcher 3 paper role-playing game, which wasn't part of    the original deal but arose after yet another phone call. \"We    want to do a Witcher tabletop,\" said CD Projekt Red, \"you know    anyone?\"  <\/p>\n<p>    Pondsmith was busy and doesn't do fantasy, but staring him in    the face was someone who did: his son Cody, who popped his head    around the door and said, \"I want to do Witcher.\"  <\/p>\n<p>    \"My son is actually a pretty damn good designer,\" Mike    Pondsmith proudly tells me now. \"I don't know that he was    paying attention when the old man was doing stuff - I didn't    know he was in my classes! - but at any rate he's got a knack    for it.  <\/p>\n<p>    \"The first time I realised it we were on one of the trips over    to Warsaw and he was bumming along with me and I look over and    he's in a bar and he's talking to     Damien [Monnier - former Witcher gameplay designer and Gwent    co-creator], the systems guy - a really good systems guy -    and he and Cody are sitting there going at it hammer and tongs    on how to implement something. They're going at it,\"    he says for emphasis. \"I don't know where he learned it but he    learned it. He looks at games the way I do: he will tear them    apart.\"  <\/p>\n<p>    Mike entertained Cody's idea but said if Cody wanted it, he had    to go and get it. \"You have to do the pitch, you have to put it    together, you have to convince CDPR to let you do it, the whole    nine yards.\"  <\/p>\n<p>    Months later they travelled to Poland, Mike for Cyberpunk 2077    meetings, Cody to make his pitch. Mike was running here, there    and everywhere, but every time he passed the cafeteria where    Cody was pitching, he saw a different member of CD Projekt Red    on the receiving end, nodding enthusiastically. This carried on    until it was company co-founder Marcin Iwinski doing the    nodding, which was a good sign and Cody got the gig. He has    been immersed in Witcher lore ever since. He's even apparently        heading off to Witcher School - I hope he is prepared!  <\/p>\n<p>    The Witcher paper RPG was supposed to be released in the middle    of 2016, but wasn't because CD Projekt Red couldn't spare    anyone to look over it. \"CDPR is pretty exacting making sure    it's good,\" Mike Pondsmith says. It's written, though. \"It's    actually in editing now getting cleaned up.\"  <\/p>\n<p>    It's funny to think what the future now holds for Mike    Pondsmith, a man who plied a trade imagining it. Perhaps what    he saw in Night City scared him, because there he was, nearly    60 years old, out of the public eye at his house hidden by    forest, \"raising hell\" with his corgi Pikachu, when CD Projekt    Red landed like a meteor in his life and put he and Cyberpunk    squarely, unequivocally, back on the map. At 63 years old he    may be about to become more famous than ever, and like a surfer    surveying the sea, he's preparing for the wave. \"We're sort of    expecting things to lift off,\" he says.  <\/p>\n<p>    \"I was actually in the process of doing Cyberpunk Red when CD    Projekt Red showed up,\" he tells me, so he will continue with    that. He'll also \"probably\" do a 2077 version for pen and paper    in addition to the Mekton Zero game he's way behind on. In    other words he has no intention of slowing down. \"Lisa says    I'll retire when they pry the keyboard out of my dead hands,\"    he says.  <\/p>\n<p>    But first, of course, there's Cyberpunk 2077. When it will be    out, we don't know -     'not before 2017' is all CD Projekt Red has ever said. My    guess is 2019, but then what do I know?  <\/p>\n<p>    \"Think of me!\" blurts Pondsmith. \"I know a bunch of stuff and I    can't tell anybody. Lisa and I are likening it to the first    Indiana Jones movie years and years ago. We went to a midnight    showing before it was a mass release. We're in there, it's this    midnight showing at this rinky-dink little theatre in Davis,    California, and we watch and we're two of 12 people in the    theatre, and we walk out and we go, 'OH MY GOD!' We were    frothing. And it's the same thing here.\"  <\/p>\n<p>    \"As Lisa likes to say: 'We backed the right horse.'\"  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See more here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.eurogamer.net\/articles\/2017-07-12-making-cyberpunk-when-mike-pondsmith-met-cd-projekt-red\" title=\"Making Cyberpunk: when Mike Pondsmith met CD Projekt Red - Eurogamer.net\">Making Cyberpunk: when Mike Pondsmith met CD Projekt Red - Eurogamer.net<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> By Robert Purchese Published 12\/07\/2017 \"We had Communism and we had Cyberpunk.\" Mike Pondsmith would hear those words 25 years after he'd joked about how few people would play a Polish translation of his American paper role-playing game Cyberpunk in a country behind the Iron Curtain. They would be the words spoken by a company offering him the deal of his life, and the words responsible for him signing it.  <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/cyberpunk\/making-cyberpunk-when-mike-pondsmith-met-cd-projekt-red-eurogamer-net.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431604],"tags":[],"class_list":["post-227741","post","type-post","status-publish","format-standard","hentry","category-cyberpunk"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/227741"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=227741"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/227741\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=227741"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=227741"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=227741"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}