Crafting Future From Ruins: A Writer's Guide to Designing Post-Apocalyptic Technology
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Crafting post-apocalyptic tech involves blending creativity and realism. This is a guide to help you invent tech for your post-apocalyptic world:
Tinker, Tailor, Writer, Spy: Start with modern tech. Take it apart (conceptually or literally if you're feeling adventurous). Using the basics, think of how your character might put it back together with limited tools and resources.
Master the Fundamentals: Understand the basic principles underlying the tech you're working with. Physics, chemistry, and biology can be your best friends. This understanding can guide your character's resourceful innovations.
Embrace the Scrapyard: The world around you has potential tech components. Appliances, vehicles, infrastructure - how could these be deconstructed and repurposed? Your characters will need to use what's at hand.
Cherishing Old Wisdom: Pre-apocalypse books and manuals are the new internet. A character with access to this knowledge could become a vital asset in tech-building.
Indigo Everly
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- Lessons in Japanese Game Design #3 -
Aside from what is easily one of the most stylish presentations in a videogame from the 1990s, one of Front Mission 3′s truly remarkable features consists of an in-game internet browser running within a simulated operating system. Expanding on the concept first rehearsed by Squaresoft in the second entry of the series, this massive component of the game can be accessed during breaks between missions, offering the player access to a number of pages for government entities, enterprises or other institutions. Access to additional websites is permitted as the game progresses.
This inventive solution offers unparalleled insight into the fictional universe of the game, in that it paints a very granular image of a futuristic society, its economy, geopolitical environment and zeitgeist. The information contained in these pages comes in the form of of bulletin boards, institutional updates, press releases, top secret data volumes, or the occasionally amusing curiosity. The user interface itself permits some degree of customisation, such as the option to disable the startup animation - itself a gorgeous visual relic that one hardly tires of watching - or changing the wallpaper pattern. Certain websites will also provide the option to download content, including images which can be set as said wallpaper. Other resources require secure access via the insertion of a password. Moreover, the player will have access to an email inbox to both read and send messages as may be relevant to advance onto the next stage.
Make-believe computer front-ends in video games were no novelty by the year 1999. Several sci-fi adventure, role-playing or action games allowed access to often very believable GUIs for the purpose of, for instance, retrieving precious clues or, say, disabling security locks. Aside from Front Mission 2, Final Fantasy VIII fans will likely remember the exciting Balamb Garden Network terminal. Kowloon's Gate's unforgettable Kownloonet terminals gave access to an email inbox, an all-important database and various other quotidian curiosities that helped fleshing out its mystic sci-fi narrative. The Japanese were privileged to have a complete version of Ace Combat 3: Electrosphere with access to an in-game encyclopedia the player could browse, as well as additional story elements told through email exchanges between the characters.
That same year, the western Tactical RPG sensation from the West, Jagged Alliance 2, dabbled in this idea. Only three short years later, CyberConnect2′s singular .hack series was designed around the idea of a MMORPG that plays offline, allowing for countless interactions with non-playable characters which simulate messaging formats of the era. Other notable examples include the 2chan boards in Steins;Gate or, inescapably, the passionate love letter to web 1.0 that is Hypnospace Outlaw.
Generally, all of the aforementioned titles are either entirely dedicated on a similar concept, or merely resorted to it as a secondary, amusing distraction. Front Mission 3 pioneered the use of this device as a storytelling technique. No other game of the time, at least to my knowledge, had dedicated so much of its resources to producing a credible replica of design and functionality of the internet as it once existed.
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The Most Unreliable Narrator I Have Ever Seen
soooooo I had a Cyberpunk-obsessed phase pass recently, and this time Johhny Silverhand's character caught my eye. His story, more specifically, and how... inconsistent he seems, depending on each source.
In the game, Johhny acts like a bastard for most of the game. He panic-rages on his first meeting with V, throws many threats around, but is later beaten into the background with the blocker pills Misty gave to V. Even Johnny's friends' are well, they react Loudly to his return. Y'know, make it known his presence alone provokes a lot of anger from them.
Even during his first appearance, when V gets thrown into Silverhand's memories of his SAMURAI concert, the only real thing V recalls is the all-consuming rage that he felt, which he tried to shout out through the microphone, but it never felt like enough.
And doesn't this sound weird then, that the only thing Johnny does throughout the game after that first meeting is help V out? He learns about the Smasher guy hideout at the docks (he does that through dubious means but that's Johnny for you), he helps V out when the seizures become worse, he calmly agrees to Any decision V makes, despite V clearly Not being in any real state to oppose him in the finale of the game, he plans the whole thing with "Alt" so V can get his body back at Johnny's own expense, from the beginning, and he doubles down on that claim at the end of the game.
Do you see the dissonance? The egoist rockerboy that admitted to using his friends to getting what he wants, and the downright self-sacrificing hero and a friend that is Johnny at the end of the game? People change, sure, but this divide is very massive and too sudden, so I wanted to dig into that. And what I've stumbled upon, with the help of canon Cyberpunk materials like the Red sourcebook (or, more specifically, LayedBackGamers' reading of the canon books and his lore videos on different topics), is that
Johhny Silverhand from Cyberpunk 2077 is the Most Unreliable Narrator I've Ever Seen.
Count with me here:
Johhny's personality in general. No matter what your interpretation of him his, it's impossible to ignore that Johhny is very much a people person and he exploits that knowledge and charisma to suit his own goals. If you choose to trust him, then you might have already been played.
2) Johhny has been alone, only his lovely self for 50+ years inside the Arasaka chip. Don't ask me how he is still even remotely sane, I haven't got a clue (hopefully the time as a construct without outside stimulation flies differently and he hasn't felt those 50 years in real time). The thing to mention here, however, is that, being alone with your thoughts and emotions for a long time, having nothing else for entertainment, is a great opportunity to rewrite your own memory of events or emotions you've felt.
3) Lack of a body. The aforementioned constant rage, that was the dominant emotion is Johnny's life (before Alt, at least, if Never Fade Away is anything to go by, and I mean, that's literally a love ballad), is a symptom of his PTSD from his too-young years serving in the corpo war, same as his signature silver hand. I'm not a specialist here, but I do know PTSD, especially for war veterans, is a physiological illness just as much as it is a mental one. Johnny's body literally had trouble living normally after that experience, and knowing this bastard - he never managed to treat that. Existing as a personality construct frees him from the many bonuses of being corporeal, but it also free him from the physiological side of PTSD. His day-to-day existence is fundamentally different from that of the Johnny Silverhand that the world knew 50 years ago, so yes, as a 'time traveler' or a source of information and comparison about the 70's and 20's of cyberpunk world Johhny is not a good source.
4) The chip with Johnny is literary inside the head of another person. The characters in game question, multiple times, just which decisions is V making on his own, and which of them might be Johnny's doing. Not consciously, no, but V and Johnny are clearly not your simple neighbours. They are not your 'close friends that start subconsciously copying each other' too. It is quite possible that the chip with Johhny is adapting to the 'hardware' it is running on, so it is specifically implementing parts of V's personality into Johnny, to minimize the 'friction' between the personality and the body it is supposed to inhabit. Everyone say hi to existential horror)
5) How does Soulkiller ever work? Is there data on how much the resulting engram actually resembles the person it tried to copy? How did the process of copying Johnny go? I can answer the last one - very badly.
Death of Johnny is told in excruciating detail in the Cyberpunk sourcebooks. Johnny died on the floor of Arasaka tower, torn in two by a shotgun blast from Smasher. There is no information on how much time it takes Soulkiller to create the engram from the brain, but it better have finished doing that before Johnny's brain started dying from a lack of blood and oxygen, and he clearly didn't have much time either, considering bisection is not the best for bodily fluid preservation, so it's a wonder the engram even works properly. Plus, during the initial heist to steal the chip with Johnny, the chip was damaged further before the idiots decided to stick an unknown harddrive into their heads to preserve it. Basically, it's nothing short of a miracle, that engram-Johnny is actually a whole damn person, that he can function, think and feel properly (well, as much as Johnny can do those things)
It is very sad that V can't talk to Johnny about this, as the man does blame himself over things he hasn't even done, and he had done enough emotional damage to himself and people around him without that kind of burden on top of it.
6) Johnny's memories are literally false. The attentive reader had to pick this up in my previous point - didn't Johnny die in the hands of Arasaka after they interrogated him? Nope. Nope, and I can say that confidently because,
(drumroll please)
Cyberpunk tabletop sourcebooks! Mike Pondsmith, the creator of the Cyberpunk universe and the TTRP series of games, has worked closely with CDPR writers during the production of the 2077. He oversaw everything, and he says that 2077 is in the same cyberpunk universe too, it's not an 'alternate reality' or anything.
Johnny Silverhand died while trying to buy time for his friends to escape, from a shotgun shot from Adam Smasher. That's it, he died on that floor, there was noone to interrogate, no rooftop helicopter he ran for.
The sequence of 'memories' we see from Johnny's POV in the game is a mishmash of two different assaults on the Arasaka towers, yes towers there were two of them. There is a great video explaining all the small and Major details Johnny's version of events got wrong, because we have the sourcebooks and the text inside. You may accuse me of holding a 'holy canon' argument ... and well, yeah, this is kind of holy knowledge, as it was written for gamemasters.
Still, some of the things in Johnny's version are Major, and while the media certainly covered the whole story extensively with corpo propaganda (oh, btw, Johnny didn't bomb anything, he probably didn't even know there was a nuke involved, he is literally just a scapegoat), there are some holes that a citizen of this world might know and wish to poke. The aforementioned Two Arasaka towers, or the absence of the legendary solo Morgan Blackhand from Johnny's story. Interestingly enough, there is a radiostation of Maximum Mike in-game, who is actually just pretty much Mike Pondsmith, and he does propose a couple of questions the 'official' version of the attack doesn't cover (like, where would a rockerboy even get a nuke, he might have been popular, but that's not just something you find without military contracts, and that means corporations). Another thing is that since Arasaka owns Soulkiller and has had the engram for a couple of decades, it is quite possible they are the ones responsible for messing with Johnny's memories.
So uh, yeah, Johnny is the Most Unrealible Narrator I have ever seen. Johnny of 2077 is most certainly not the Johnny of 2020's, but this might be a good thing. Maybe the 'real' 2020's Silverhand could never have made the progress the engram did, or become such a good friend and companion for V, or maybe he could have done those things too. We'll never know. I really love this story anyway.
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