Revising for my only written exam of the year, I came across an article by Svetlana Boym entitled Nostalgia and Its Discontents.
I remember reading it the first time and finding it not only
informative, but enjoyable - which is rare for theatre and performance
articles, let me tell you - so I set about quite happily reading it
again. My exam is for my Theatre of New Europe module - New Europe being
the struggle for a new European identity after the trauma of the Second
World War (an attempt to move away from the fact that, as a continent,
we managed to slaughter three whole generations of people). About
halfway through my re-reading, I found that I had unlined this quote:
Yet the nostalgia that I explore here is not always for the ancien regime,
stable superpower or fallen empire, but also for the unrealized dreams
of the past and visions of the future that have become obsolete.
Boym is referring here to the hopes of a
newly-'liberated' East Germany, but, perhaps influenced by my recent
excursions as
a latex-clad Cassandra in the midst of space-Troy, I
realised that Boym could quite easily have been talking about science
fiction and the genre of cyberpunk. Second Life seems to have a fairly
popular cyberpunk scene or, at least, to cultivate cyberpunk themes into
their more general science fiction sims. It allows for the performance
of the nostalgia of a future that was outdated before it even arrived.
As technology advances and our cars
remain steadfast to the ground, we are realising that the future we
dreamed we would be in by now hasn't happened yet, and probably never
will. We wanted chrome and latex and flying cars and some kind of
electric-magic that would allow us to communicate instantly with anybody
across the global telepathically. Instead we got Facebook and Twitter;
our cars are firmly rooted to the ground, and I'm pretty sure a new
Primark, selling only cotton and denim, just opened in town.
Dissatisifed, then, we are nostalgic
for the time when we believed in that future and this, I feel, is the
crux of the cyberpunk genre. The aesthetic of cyberpunk is drawn from
the grit and grunge of bygone eras; the spacemen that lurk in the
shadows of the dystopian cities are clad in the spacesuits of Barbarella
and paint their faces with the Bowie lightning bolt, because that is
how we felt they would look twenty years ago.
They
connect to the system, Matrix-style, by a series of wires. They have
USB ports in their foreheads. They back-up their files to floppy disk.
They store their spy-documents on microfilm. Never mind that we now in
2012 - the real future - have wi-fi and sharing platforms and Wikileaks. We liked those ideas, and, in that past-time, the flying-car future was still possible. The dream had not yet kicked the (chrome?) bucket.
Our technophobia, however, does not allow us to glorify the technology we desire too much. Our fear has been immortalised by films such as The Matrix (1999) and Terminator (1984), to name but two examples.
It is not the fault of technology, however, but the corruption of those
who use it, and so, invariably, we create images of slick, USB
port-equipped, latex-clad, plastic-surgery-beauties with blonde hair, popping food pills in clean, chrome castles in the sky - but they're baddies. The goodies are miles below, tunnelled beneath the ground
where they wave floppy disks around and have dirty, sweaty, needy sex.
If they have hair, it's dark in colour, and their clothes show off as
much skin as possible, perhaps reflecting another layer of nostalgia for
a time when we revelled in the body and its physical, palpable beauty,
rather than intangible computer coding and the invisible internet. And
this is perserved in the presentation of the cyberpunk in Second Life.
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| An attempt at a cyberpunk aesthetic. Best viewed on flickr - click here. |
This notion is depicted perfectly in
William Gibson's The Gernsback Continuum - of which they made
a short tv film in 1993.
A photographer is commissioned to take photos of 'yesterday's tomorrow'
which, in the examples he is shown, is bound up in the aesthetic of the
American Dream - yet another highly-romanticised topic. Once he starts
photographing, however, he is haunted by what his friend calls 'semiotic
ghosts' from the 'mass consciousness' - the ghosts of the now-obsolete
future and aesthetic that he is attempting to photograph.
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| The Starship Diner |
What I find
most interesting, and most amusing, about Gibson's piece is the idea
that television will rid the photographer of these 'semiotic ghosts'.
That's right - television. One of the landmarks of technological
development. I like the idea that can be extrapolated from that - that
the future didn't turn out the way we planned because we didn't go out
and make it happen. We stayed home and watched TV instead.
It is interesting to note, too, the similarities between The Matrix and Second Life. Second Life allows us to plug our minds into a body in the virtual world which acts as a kind of residual self-image - or allows us to play up an attribute from our personality, or a personality we long to possess. When we unplug, the character in the virtual world dies, vanishing from the system. As those who log into the virtual world, we are those tunnel-dwelling naked grubs, going for a joy-ride in the dangerous realm of the dystopian digital world.
But because Second Life isn't real, it not only facilitates the performance of nostalgia, but positively encourages it. It becomes a haven for what Boym refers to as reflective nostalgics - nostalgics who recognise the impossibility of the world they are nostalgic for and, despite their romanticism and their longing, avoid a 'homecoming' as much as possible - because they can recreate their flawed world without having to deal with the consequences such a world would invariably bring in real life.
In reality, Second Life allows for the performance of the
nostalgia of pretty much everything. If you wish to live your life as a
Tolkien-esque elf, nostalgic for a medieval period long since passed,
you can do so. But this is simply looking into the past, and in the
realm of the cyberpunk, we can look not only nostalgically at the past,
but also at the future that the present made obsolete.
Maybe I will write more on this later - that is, if I don't get distracted by the television first.