------------------------------ Date: Tue, 2 Sep 91 13:31:51 CDT From: jthomas@well.sf.ca.us Subject: File 5--Review of _CYBERPUNK_ (Reviewed by Jim Thomas) I'm always suspicious of books highly praised by competent reviewers and _Cyberpunk_ (CP) was no exception. Layfolk and professionals alike have found it provocative and accurate, and the closest I've seen to criticism is Walter Mosely's review in the NYT Book Review (Aug 11, p. 15). He calls it "overlong, a bit melodramatic and repetitive," and adds "If you do't know much about the power of computers, what you learn here may frighten you." Mosely's cavil is far overshadowed by his praise. Discussions with others who had read the volume range from favorable to hysterically enthusiastic. Even though I find John Markoff to be a consistently competent and incisive journalist, I refused to believe that any book can be *that* good. I was wrong. _Cyberpunk_ *is* that good. The stories are uneven, some potentially helpful detail is omitted, and the book is outrageously mistitled. Yet, it remains a captivating volume that, once begun, cannot be put down. Hafner and Markoff are story tellers, but their stories are not simply about hackers or the computer underground. The tales of each character are used as a prism through which to view human fraility, excess, and amoralism. Unlike some prosecutorial accounts that have been egocentric and judgmental, Hafner and Markoff let their data do the talking, and we no longer see "good guys" and "bad guys," but just an array of different personalities caught up in their own agendas for their own interests. Most readers find the title objectionable, and I am tentatively inclined to agree. My dissatisfaction with "_Cyberpunk_" (as a title) is mainly that cyberculture simply isn't what the book is about. In the BBS culture, cyberpunk reflects a particular style of activity and communication, and the trilogy doesn't mirror the culture of such BBSs as Demon Roach Underground, Cyberpunk 'zine, the heavy-metal influenced youth boards, or the yippie-like anarchists' disregard of social convention. To do that, a strong contextualizing chapter would have helped, coupled with conceptual links illustrating how each of the subjects served as an exemplar for one thread in the cyberpunk mosaic. To consider Hafner and Markoff's' subjects as "cyberpunkers" expands the meaning of the term such that any member of the computer underground could be included within the ambit of techno-outlaw. My concern isn't, as it is for some, that the title distorts the meaning of the term cyberpunk, an issue over which it is difficult to generate much emotion. By contrast, the definition of "hacker" is important because of its use by law enforcement to stigmatize and weave guild-laden associative rhetorical threads from a rather strained syllogism: "Hackers are evil; you are a hacker; ergo..." This was the line used in some of the search affidavits and indictments, and the terms "cyberpunk" and "hacker" were used interchangeably by some prosecutors. As a consequence, the stakes over precise definitions of the term "hacker" are much higher than for "cyberpunk." _Cyberpunk_ isn't even about "hackers and outlaws." This objection isn't a quibble about the meaning of words, but about matching a title to its contents, and the tendency of marketeers to sacrifice "art" to enterprise. The fact that the characters are hackers is incidental to the primary subject and sub-themes, which include (in my reading) the antinomy between new forms of social meanings (eg, definitions of crime, ethics), new ways to express one's individuality (computer intrusion), and the ways that "newness" transforms basic existential dilemmas into (in this case) self-destructive behaviors. The narratives are about real people, and Hafner and Markoff convey all characters as complex, a refreshing change from the cartoon characters portrayed by law enforcement and most media. The unifying thread binding the characters is an amoral fascination for computer technology and the ways in which the intrusion caused by this fascination disrupt not only computer systems but the lives of those involved. The first story of the trilogy, "Kevin: The Dark-Side Hacker," describes the exploits *as well as the lives* of Kevin Mitnick and his associates. Mitnick gained national notoriety through his ability to break into almost any system by combining technological prowess with social engineering (or "conning"), and for his equal inability to restrain himself from hacking, which led one California judge to revoke his bail because the "pathology" made Mitnick a major "social menace." The "dark-side" subtitle may cause some to wince in recognition that it seems to sensationalize the deeds of Mitnick & Co. But as the narrative evolves, an alternative reading would interpret "dark-side" as refering instead to the psyches, not the behavior, of the drama's front-stage characters. Roscoe, a talented but errant phreak, is depicted as a self-centered and manipulative twit lusted after by Susan Thunder, an equally manipulative lanky and unstable run-away who moved through a succession of jobs ranging from prostitution to computer security with equal facility. Lenny DiCicco, a compulsive button pusher and gadget meddler, seemed to lack a strong persona or will of his own and was vulnerable to Mitnick's manipulation. He ultimately freed himself by betraying Mitnick to the FBI. Finally, Mitnick himself appears center-stage as a talented cracker and phreak whose obsession with telephone and computer technology provided the existence of this fat, troubled youth with some meaning. If one reads _Cyberpunk_ only for the hacking exploits, the pathos of these characters will be lost. In most ways that count, they share a fatal flaw: None is able to control their passions or to redirect them toward less intrusive actions. Kevin, Lenny, and Susan constantly display mutual vindictiveness, jealousy, suspicion, insecurity, betrayal, and an amazing inability to step back from situations that bring each to the brink of existential disaster. These people are neither evil nor dangerous. They are pathetic social nuisances unable to utilize their own talents or move beyond the cycle of errant behavior that characterizes rebels without a cause. The dark side of their behavior lies not in the consequences of their "crimes," but in their failure to act in their own or society's interests. _Cyberpunk's_ remaining two narratives are competent, informative, and detailed, but they lack the rich texture of the first. The second tale relates the escapades of Pengo, Peter Carl, Markus Hess, Hagbard, and others, whose most notorious exploit was selling relatively worthless information and software to the Russians (although the real names of Hagbard and Pengo are given in the book, they are generally referred to by their handles). The characters range from reasonably normal students leading somewhat normal lives to the totally whacked-out Hagbard, who believed he was fighting an international conspiracy. The group is loosely-knit, with dramatically different individual motivations, skills, ideologies, and intents. The group named its self-appointed mission "Project Equalizer" because it was believed that a balance of political power--and thus world peace--could be obtained by technological parity between the super-powers. However, despite the name, none of the members appeared to have any coherent political sophistication or interests, and one can readily believe that it was the "thrill of game" that provided the primary motivation. Peter Carl kept the bulk of the modest sum provided by the Russians, sharing relatively little with his friends. Although Carl is depicted as the most mercenary of the lot, and both he and Hagbard needed funds to support their drug habit, the others seemed unaffected by the lure of money. These are not "evil hackers," and unlike the Mitnick saga, these people, with the exception of Hagbard, are neither pathetic nor particularly unusual. Their passions are controlled if misdirected, and most seem to lead reasonably normal lives. Their flaw is not felonious predations, but gross lack of perspective and judgement. They were engaged in behaviors they did not fully understand and of which they were unable to see the consequences. The final tale describes the unleashing of the Internet worm by Robert Morris. The most matter-of-fact journalistic account of the trilogy, Hafner and Markoff depict a bright college student whose primary crime was grossly screwing up an intrusive software program. Son of brilliant computer scientist Bob Morris, the junior Morris learned computers and programming as a child and was fascinated by computer bugs that allowed system entry. The Internet worm was the result of an attempt to see how many computers he could reach with a software program, and was intended to be a harmless network security probe. Due to a minor programming error with major consequences, the worm, once inside another computer, wildly replicated itself, slowing down and filling up systems, and ultimately causing many to crash, some to be brought back up only to crash again. The worm itself did not destroy programs or data, but did disrupt system use. Morris intended no harm, but the havoc his program created grabbed media attention and raised the visibility of hackers. The Morris incident flamed the calls for setting punitive examples to these social menaces. Hafner and Markoff cite one national computer expert who went so far as to incharitably call for an industry-wide boycott of any computer company that would hire Morris. But, Morris is not depicted as a nasty, dangerous character in need of punishment. On the contrary: He comes across as a frightened young man who realizes too late the consequences of his act and is terribly concerned about it. Of the primary characters in _Cyberpunk_, only Mitnick served prison time (one year in a federal prison and mandatory psychiatric counselling). DiCicco pled guilty to one felony count and received a sentence of 5 years probation, 750 hours of community service, and a $12,000 restitution order to Digital. All charges were dropped against Pengo, and his attorney negotiated with DEC to avoid a civil suit. Hagbard apparently committed suicide by self-immolation in a German forest. Peter Carl received two years and a 3,000 mark fine, Hess was was sentenced to 20 months with a 10,000 mark fine, but the prison sentences were changed to probation. For the worm, Morris received three years probation, a $10,000 fine, and 400 hours of community service. Perhaps, on reconsidering, _Cyberpunk_ is aptly named after all. John Brunner's 1975 _Shockwave Rider_, generally considered the original model for the genre, depicted a world in which technological information was used to control the masses, and Nickie Haflinger, the protagonist/anti-hero, was both outlaw and savior. He used his talents cynically and manipulatively until dramatic events added wisdom and maturity to his world vision. The cyberpunk characters possess knowledge, but not wisdom. Little distinguishes Pengo, Mitnick or Susan Thunder from Case, William Gibson's cybernaut in _Neuromancer_. They all share social marginality and the amoral cynicism often found among bright, alienated youth short on political consciousness and vision, but long on passion for techno-thrills. Like the world Bruce Stirling portrays in _Islands in the Net_, contemporary society is increasingly dominated by those with the ability to control knowledge, global boundaries are dissolving, and computer technology is a form of oppression. However, in the cyberpunk genre, the protagonists attain salvation by turning techno-power against itself through illegal incursions into its realm. They challenge the authority of those who control, unleash the potentially emancipating power of chaos, and ultimately save the world for a presumably brighter tomorrow. In their own way, each of Hafner's and Markoff's characters has done the same. Their actions, for better or ill, have raised the question of the relationship of information control to social welfare, revealed the gap between law and a changing society, and, along with numerous others who live on the limits of the cybercrest, through their actions have brought to center stage the problems that computer technology poses for individual rights of speech, privacy, and property. In Eco's _The Name of the Rose_, Brother William stumbles into a monastery mystery during an era when entrenched conventional ideas are challenged by a renaissance in knowledge. Confronted with the the danger of being labelled a heretic, he painstakingly assembles, through interviews and documents, images of a diverse community from which he can ultimately make sense of the strange events surrounding him. Hafner and Markoff do the same: Their matter-of-fact, non-judgmental portrayal may seem heretical to some law-and-order advocates, but they neither laud nor condemn, but display each character in a naturalistic mirror in which we vicariously re-live the events. We see Mitnick's transgressions, Lenny's betrayal, and Morris's terror just as we experience the pettiness of FBI agent Joe O'Brien's mean-spirited insensitivity toward two witnesses and prosecutor Mark Rasch's continued mispronunciation of Morris's name as Robert "Tap-in" (instead of "Tappan") Morris. The image of hackers permeating _Cyberpunk_ is not one of dangerous predators who should be locked up. They are confused, not-yet-mature, and insensitive to the issues in which they were involved. There actions were wrong and the consequences unacceptable. But after reading Hafner and Markoff, one doubts the value of punishment and wonders if, perhaps, part of the problem might not lie not so much in individual transgressors, but rather with a social system that has sacrificed casuistry on the alter of technology and materialism. _Cyberpunk_ brought to mind the words of the cynical preacher in Steinbeck's _Grapes of Wrath_: "There ain't no sin and there ain't no virtue. There' just stuff people do. It's all part of the nice, but that's as far as any man got a right to say." ------------------------------ End of Computer Underground Digest #3.32 ************************************ Downloaded From P-80 International Information Systems 304-744-2253