_:n3aa7bc56baa04383b2a6ed795e52e8f7xb104
<http://schema.org/text>
"\"The current world, where almost everyone is online almost all the time, isn't one cyberpunk predicted at all.\"\n\nYes and no. In the most popular cyberspace stories, there are lots of \"baffled normals\" are in this world.\n\nNeuromancer: \"Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts\"\n\nI remember the late 90s being full of references to cyberpunk in people describing the internet (often cluelessly).\n\nAltho I'd agree that the \"cyberspace\" we got was very different to the one described in the books from the 80s. Yes, we got a World Wide Web - but it was primarily textual and 2D. Very simple interfaces. The richest interfaces were saved for entertainment - i.e. gaming. VR is only just starting to get to the stage where it can provide anything like a cyber\"space\" that you can navigate.\n\nReflecting further, cyberpunk is dystopian genre - with its feudal capitalism and decaying infrastructure. It is ironic that it hit the mass market in the 90s - which was a ridiculously optimistic decade. Perhaps it felt thrillingly escapist then in a way that it no longer does now."
<https://www.eruditorumpress.com/blog/saturday-waffling-october-15th-2016?replytocom=51117>