{"id":228085,"date":"2017-07-15T07:35:41","date_gmt":"2017-07-15T11:35:41","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/cyberpunks-creator-on-helping-cd-projekt-red-stay-true-to.php"},"modified":"2017-07-15T07:35:41","modified_gmt":"2017-07-15T11:35:41","slug":"cyberpunks-creator-on-helping-cd-projekt-red-stay-true-to","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/cyberpunk\/cyberpunks-creator-on-helping-cd-projekt-red-stay-true-to.php","title":{"rendered":"Cyberpunks creator on helping CD Projekt Red stay true to &#8230;"},"content":{"rendered":"<p><p>    During my conversation with Mike Pondsmith, two people ask him    to sign artwork from the Cyberpunk pen and paper game that he    created. He tells me it never stops being weird, the fact    that people want his autograph, but he gets it. Cyberpunk is    cool, its rebellion, its sticking an augmented finger to the    system. And its not just an aesthetic.  <\/p>\n<p>    At core, unless you have the meaning behind the black leather    and the neon, you lose what cyberpunk is. Thats the problem    with getting Cyberpunk made as a videogame; people dont get    it. They think its about action heroes quipping as they take    down corporations. Over the years, Pondsmith has made deals    with companies to bring Cyberpunk to PC but says hes glad that    those deals crashed because now the real deal has arrived. CD    Projekt Red, the studio behind The Witcher and upcoming    Cyberpunk 2077, get it. Theyre actual fans and they know    stuff about Cyberpunk that Ive forgotten.  <\/p>\n<p>    The futures looking bright then, even through the obligatory    shades.  <\/p>\n<p>    If I could have one person running an RPG campaign for me and    my friends, itd be Mike Pondsmith. Hes been living and    breathing this stuff for years, and hes a born storyteller. At    one point, I mentioned that Id been told he owned a lot of    guns and he explained that he liked to fire guns because its    important to know how they feel when figuring out combat    mechanics. The guns, like the many books that he owns, are part    of a library of information to be translated into    world-building and systemic game design.  <\/p>\n<p>    But theyre also weapons, and theyre not the only ones in the    Pondsmith home.  <\/p>\n<p>    I wanted a house that was hard to find. On the web and in    life, I dont like to be traceable, so I wanted a place that    people couldnt look up very easily. Its in the woods, you    wont find it on Google Streetview, and nobody has any reason    to come by unless they know Im there.  <\/p>\n<p>    One day I looked out of the window early in the morning and    there was this guy out front. I kept an eye on him and he    wasnt moving. I didnt know him so I figure he has no good    reason to be here, so I got hold of a katana  <\/p>\n<p>    Wed been talking for long enough at this point that the casual    katana barely registered. Of course Mike Pondsmith would    have a katana close at hand in case of intruders, I    thought. The day I met him he had a Millennium Falcon stud    through his ear. The day before there had been another favoured    pop culture reference hanging from the lobe. Like Cyberpunk    itself, Pondsmith is nerdy as heck but shot through with a    slightly unhinged sense of cool that he carries well, even    though his particular cool is either very forward-looking or a    couple of decades out of date. In conversation, hes part    professor, part excitable enthusiast. He laughs a lot, often at    his own lines, but is serious and sincere behind that.  <\/p>\n<\/p>\n<p>    Hed be a great person to have around an RPG table so, yeah, if    I could have one person running an RPG campaign for me and my    friends, itd be Mike Pondsmith. But if I had to fight one RPG    designer with a katana, it would be just about anybody else.  <\/p>\n<p>    I didnt have to use it but I was prepared to, he says when I    ask how the encounter ended. He had just got back from a tour    in Afghanistan and had somehow managed to look me up online and    wanted to tell me how he and some of the other guys had played    Cyberpunk out there, and how much it meant to him.  <\/p>\n<p>    One of the stories I shared with Pondsmith was far more mundane    but it helped me to get to the heart of what Cyberpunk means to    him. We met at Gamelab in Barcelona and a couple of weeks    earlier, right before E3, my phone had died. I had to buy a    replacement in the airport before the flight out to Los Angeles    and anyone who has been on the verge of a long trip and finds    themselves suddenly without their most-treasured gadget can no    doubt sympathise. Without it, I didnt have access to maps,    hotel details, contact numbers and emails for appointments, or    even the boarding pass for my flight. Its only when Im    suddenly without a phone that I realise how much I need it.  <\/p>\n<p>    I mentioned this to Pondsmith as we were talking about    anxieties around reliance on technology and I used my former    phone as a convenient example.  <\/p>\n<p>    But what did you do? He asked.  <\/p>\n<p>    I bought a new phone. I had to.  <\/p>\n<p>    Thats cyberpunk. Its not just about the tech, its about the    ubiquity of the tech. If augmentations are rare, if they make    the people who have them special, thats not cyberpunk. It has    to be street level. It has to be everywhere and available to    almost everyone.  <\/p>\n<\/p>\n<p>    The phone anecdote might have triggered this central idea about    cyberpunk, but before we dug into body horror, the ubiquity of    tech, and real world social and political parallels, we spent    some time discussing exactly what CD Projekt Red are doing with    Pondsmiths fictional future, and how hes contributing to the    game.  <\/p>\n<p>    What happened was, around four years ago they called us up and    Id never heard of them. I was imagining a tiny studio out in    Poland that had done very little, and then I looked at The    Witcher 2 and thought, Wow. This is good. This is really    good. So I flew out to see them and realised they were genuine    fans of Cyberpunk. What they didnt realise is that    Ive worked in design on the videogame side as well as tabletop  <\/p>\n<p>    At the beginning of the project, I talked to them a lot, every    week. For a long time they didnt realise Id worked in    digital, but Ive been doing pen and paper for 20 years and    digital for fifteen. When I was explaining Cyberpunk to them, I    was explaining the mechanics in a way that they understood and    that helped them to realise I could contribute more to the    actual design.  <\/p>\n<p>    Now I do a lot more meta-talk to the whole team, to make sure    that they get the gag and they know what the touchstones are.    From there I got involved more in actual gameplay mechanics;    what can we get away with. We had a discussion at one point,    for example, about flying cars. I have them in cyberpunk    because they are a fast and efficient way of getting characters    from one end of a ruined city to another. And trauma teams are    there because we dont have clerics.  <\/p>\n<p>    But what happens to these things in a digital, three-    dimensional environment. Flying cars are cool but theyre not    there for flying car gun fights. Its not their place in the    world. Theyre a convenience in the design and like so many    things in Cyberpunk they have a mechanical function rather than    just being there because theyre cool.  <\/p>\n<p>    So a lot of the conversations weve had on the team are not    can we do this? We can do just about anything.    Instead, its me explaining why I did it in pen and    paper, and then we figure out if we need it again, and whether    it serves a different purpose in a videogame. I know why flying    cars are there in the original but thats not necessarily the    same functionality we need in 2077. Everything is taken apart    in terms of what it does to the game, how it differs from    tabletop, and getting the right feel.  <\/p>\n<p>    It was news to me that Pondsmith was having this kind of input    on Cyberpunk 2077, alongside his work on a new iteration of the    tabletop game. The new pen and paper version, coincidentally    codenamed Cyberpunk Red before any contact with CD Projekt Red    had occurred, will be set in 2020, decades earlier in the    timeframe. Because the two games are in the same continuity,    theres a back and forth about narrative aspects that need to    match in a credible way. Pondsmith has had to tell the 2077    devs that certain characters they might want to use will be    dead and forgotten by the time their story begins, although he    smiles, saying I do have ways to bring some of them back.  <\/p>\n<p>    But the tone and meaning of Cyberpunk 2077 is harder to capture    than the specifics of individual characters.  <\/p>\n<\/p>\n<p>    One of the things I love about cyberpunk as a genre is that    there is a romanticism to it. Theres a sincerity. Even now,    cities are romantic. Me and my wife were staring out over the    chasm of the city one night and seeing the neon and hearing the    sirens, and when youre there, youre aware of this whole manic    aspect living underneath you. The addition of these new    technologies just gives it a bigger impact.  <\/p>\n<p>    Its about more than big guns and leather jackets. Walter Jon    Williams wrote the book that really got me into this,    Hardwired. Its total whack-out fable of doomed romance against    desperate stupid odds. You know its not going to work but you    really hope that it does, and thats what cyberpunk is all    about.  <\/p>\n<p>    Its constantly evolving though, as a genre and I dont feel    any ownership of it. Take Ghost in the Shell. The new movie is    not Standalone Complex, which is not the original Ghost in the    Shell. Then theres something like Appleseed, which is what we    will get if we manage to survive whats going on in Ghost.    Theyre different kinds of cyberpunk  a lot of the Japanese    works have made me feel more about what defines it. Believable    technology and a callous universe of people more powerful than    you who are so powerful theyre faceless. Its about fighting    for your piece of ground so you can have a life. Cyberpunk    heroes arent trying to save the world, theyre trying to save    themselves.  <\/p>\n<p>    Im interested in the idea of faceless villains, though Im not    entirely sure villains is the right word. Pondsmith uses    Blade Runner as an example.  <\/p>\n<p>    We never see the face of power in Blade Runner. Instead, we    see an errand boy, Gaff, but we never see the top level. And    Deckard doesnt think about what hes doing, he doesnt really    question it. Some power that is tells him to kill    replicants, who might well essentially be people, but the whole    point when he leaves with Rachel is that he doesnt save the    replicants. He saves Rachel and goes away. Thats not a heros    tale. Thats somebody saving his skin and the skin of someone    he cares about, but its very cyberpunk. That idea of feeling    that the chance that we have with each other, and the chance of    a better life, is worth incurring the wrath of these unseen and    mighty powers.  <\/p>\n<p>    But Blade Runners cyberpunk isnt Pondsmiths Cyberpunk. He    likes Blade Runner though, which is more than can be said for a    lot of the sci-fi movies we end up discussing. He likes    internal consistency, particularly when it comes to tech and    the ideas behind that tech, and its something he thinks    writers often sacrifice for a thematic punch, or to move a    plot. When it comes to games, hes critical of Deus Ex, though    not so much because of any specific aspect, but rather, I    think, because its worryingly close to the game Cyberpunk    might have become in the wrong hands.  <\/p>\n<p>    I like a lot of the things that are going on there but the    main characters are special because of the technology so its    very far from street-level cyberpunk. The tech shouldnt make    you a hero, it should just be a part of ordinary life.  <\/p>\n<p>    This bring us back to my dead phone and the ubiquity of    technologies that were so recently unimaginably powerful.  <\/p>\n<p>    If you lose your phone, or it dies, then you just replace it.    Pondsmith says, waving around his own smartphone, which is    currently pinging him real-time information about seismic    activity somewhere in South America. Im plugged into the    planet with this thing. Thats how amazing it is, but    the tech is everywhere. It took me about an hour at most to    re-establish everything that had been on my old phone on this    one when I bought it. Information and preferences are easily    transferable.  <\/p>\n<p>    I think theres a deeper issue though: even if I can replace    the phone, I dont control the networks and the satellites that    allow the phone to operate. So much of the power isnt in the    phone, its in the access that the phone has, and that is not    replaceable. Not by me at any rate. If my provider cuts me off    from data and telecommunications networks, I own a very    expensive brick that can play match-3 games.  <\/p>\n<p>    Think of it in the context of net neutrality, which is really    about corporations not wanting people to have access to other    people. Within six to eight years of net neutrality crashing    and burning, if that happens, well end up with an alternate    net. You might not be able to build it yourself, but somebody    will create it and provide ways for you to access it. The    upshot of the ubiquity isnt just that you can buy a thing or    access it through official channels, its that when those    official channels are taken away, or censored or throttled or    controlled, somebody will always replace them. People will make    alternate forms. It even happens with currency. Look at    Bitcoin; its money that the government doesnt necessarily    control.  <\/p>\n<\/p>\n<p>    To build his vision of the future, Pondsmith has absorbed    knowledge about technology, futurism, politics, social trends,    fashion, geology, and just about any other topic you might care    to mention. A designers library, he says, should be deep and    broad.  <\/p>\n<p>    Were just having two new bookcases into the bedroom, which    will mean every wall contains books, and thats on top of an    entire room devoted to books downstairs, and the ones stored in    the office. Its paleontology, a hobby of mine, to human    history and everything in between. Part of the reading is    building knowledge, but its about trying to get a sense of the    zeitgeist: what is going on, what is visible, what will give us    certain outcomes.  <\/p>\n<p>    I asked if finding the zeitgeist had become easier now that    theres so much data to dig through, or if all the noise made    finding a clear signal harder than it had been in the eighties,    before information clogged the air that we breathe.  <\/p>\n<p>    What you have to do is go outside your bubbles. The more    dataflow you can stand in, the more you can learn. I hit reddit    and twitter, and do a lot of lurking. There are only three    places where I let people know who I am, mainly so that I can    get a reaction from fans and people who are interested in our    work. I can learn a lot by going to a store, looking at the    magazines people are reading. I can learn a million things by    visiting a toy store. These are the ideas the next generation    will grow up with.  <\/p>\n<p>    The internet is important too, of course. I spend a lot of    time trawling for information, checking things and going down    rabbit holes. But you expose yourself to a lot of terrible    things as well as wonderful things out there. I had a really    nice young woman who was my social media person and she almost    had a breakdown dealing with it. The biggest advantage you can    have out there is to be unflappable. That helps. The most    horrible voices are usually the loudest because they have no    other place to yell.  <\/p>\n<p>    All of that noise, the yelling and the disenfranchisement    included, often seems symptomatic of a peculiarly modern mania.    Does Cyberpunk have to reflect the times we live in, and the    geopolitical changes from one edition to the next?  <\/p>\n<p>    Cyberpunk Red has an entire bunch of sections that say 2020    is closer than you think. I talk about ramifications of what    we are doing now. This is my sons reality and future, and    unless we start straightening our shit out, its not going to    be pretty. There is a strong political undercurrent in    Cyberpunk, but the biggest message is simple: if you want a    future you have to take it into your own hands and realise that    nobody else will build it for you. That may involve political    action, hacking, or picking up a gun. But the future doesnt    come out how you want it unless you make that change.  <\/p>\n<\/p>\n<p>    Another central tenet of Cyberpunk, Pondsmith tells me, is that    even if a cause is doomed, you need to fight for it. Indeed,    the Cyberpunk world is full of people striking against what    they see as misuse and abuse of power, whether in the form of    ecoterrorism or anti-corp hacks and assaults. The line between    freedom fighter, survivor and terrorist is blurred.  <\/p>\n<p>    There are some eerie parallels in things Ive written about    terrorist attacks and situations in the real world, but if you    follow the trends as you write about the future youre probably    going to end up a place that is sometimes painfully familiar.    But Cyberpunk is a parallel future rather than a prediction of    our future. Terrorism comes about when you have people who want    to fight someone but dont have the means to fight them except    through these acts. These situations arent new  they could    reflect 19th century India, mid-20th century Europe or 21st    century America.  <\/p>\n<p>    But whether these futures are parallel or predictive, Pondsmith    doesnt think were far from our very own cyberpunk lifestyle.  <\/p>\n<p>    The thing of it for me is that it all boils down to people and    how they use tech. It boils down to tool-use and that is the    extension that makes us kind of meta-creatures. You remember    things on a much larger level because you have memory devices.    At any minute you can get a story and translate it into five    languages, then throw graphics behind it. You have access to    these insane tools.  <\/p>\n<p>    Part of whats happening now is that these tools are becoming    accessible to more and more people; across history, powerful    creative tools have been the promise of the very few, like the    printing press and even paper and ink. Benjamin Franklin said    the power of the press belongs to those who own one. Well, a    whole lot of us own things more powerful than the printing    press now.  <\/p>\n<\/p>\n<p>    But how far away is a device transmitting information and    providing access to tools from actual body augmentation?  <\/p>\n<p>    Body horror creates an interesting cultural sliding point.    Once we get over the body horror aspect though, well be happy    to have it all built-in as long as, once again, its easy to    repair or replace. One of the things about the cyberpunk    culture is that were not going to get man-machines because we    want to turn ourselves into robots; not in terms of jumping    fifty feet in the air or punching through a wall. Itll happen    because we want more choices, more knowledge and more    access.  <\/p>\n<p>    So no bionic arms then?  <\/p>\n<p>    I didnt say that, but I certainly wouldnt be first in line.    My kids might though. The idea that Im going to cut my arm off    all the way to the elbow and replace it with metal is he    shudders. But the tipping point is already gone. Old people    have artificial hips, my mother had surgery to remove cataracts    and now her vision is better than it was before the    cataracts.  <\/p>\n<p>    Eventually the transgressive nature will be reduced. An entire    new thing right now is 3d printing to build prostheses for kids    that lack limbs. Well, somebody who has a silver-chrome    cyberlimb like [Cyberpunk character] Johnny Silverhand might    tempt some kid who isnt missing a limb to have their    hand removed just so they can have a better one. Like Johnnys.    At some point, when that process is easy to do, it wont seem    like such a big deal.  <\/p>\n<p>    Pondsmith introduces me to Aimee Mullins, through the medium of    a TED talk rather than in person. Ill leave you with that    excellent talk, but first a word about a familiar character.  <\/p>\n<p>    I think Geralt is a little bit cyberpunk and I hope we can    sneak something in 2077 that relates to him without the fans    immediately catching on. He does what he needs to do, he    doesnt necessarily get any joy out of it  he just makes sure    that what needs to go down does go down. Its a combination of    fatalism and romanticism. Thats cyberpunk.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read more from the original source: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.rockpapershotgun.com\/2017\/07\/12\/cyberpunk-2077-mike-pondsmith-interview\/\" title=\"Cyberpunks creator on helping CD Projekt Red stay true to ...\">Cyberpunks creator on helping CD Projekt Red stay true to ...<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> During my conversation with Mike Pondsmith, two people ask him to sign artwork from the Cyberpunk pen and paper game that he created.  <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/cyberpunk\/cyberpunks-creator-on-helping-cd-projekt-red-stay-true-to.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-228085","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\/228085"}],"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=228085"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/228085\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=228085"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=228085"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=228085"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}