The concept of oligarchy

The arcologies of The Ascent. A behind-the-scenes look at the… | by Konstantinos Dimopoulos | Medium

The third level is the one that fits most neatly into the old school cyberpunk vision that drove a lot of the Dystopia setting. It’s very high-tech. It has a lot of cyberized-type characters and it contains that “corporations as ultimate authority” idea that everyone remembers from the work of people like William Gibson. That idea later blossomed in the form of games like Netrunner where it’s the Corps vs the Runners; the staid authority vs the rogues of society. The contrast on level Three was that the corporations themselves are the rogues. Unlike in the outside world and in the way they’re presented in Gibson’s work and derivations thereof, the corporations in Dystopia are loose cannons. They’re resisting attempts by their original structures to reclaim the resources (people, technology, data) that most assumed were lost during the Collapse. Once the outside world and those powerful corporations discover that both people and companies are still living/operating inside the city, they’re quite eager to return and try to exploit what it is that’s available. That’s even further reinforced when they discover that those companies still functioning inside have access to technology that vastly outstrips anything outside the city. Like any profit-seeking entity, those corporations want to acquire and sell and utilize that tech for their own gains. But most of the segments of those companies in the city realize that there are ways to exploit all of the above for their own gain and they’d be at the whim of the hierarchy if they returned to the fold. Thus were the Rogue Corps born.

Even distinct as it is from corporations running the outside world, that whole idea is rooted in the concept of corporate oligarchy or corporatocracy. It was an idea that was firmly embedded in my mind from political activity, where it was easy to recognize that both major parties in the United States moved to the tune of whichever major corporation was donating to their campaign war chests. Frequently, those donations went to both parties, so that no matter who ‘represented” the people in our republic, those corporations would have someone(s) attached to a leash. This is, of course, exactly the kind of circumstances we have today which are permanently enshrined in law since the Supreme Court decided that money = free speech. Citizens United permanently established the reality that we had 20 years earlier when I was first writing all of this, since the rule by money is the same now as it was then. But the Rogue Corps are slightly different.

Lore-accurate model of the Renraku Arcology v.2 : r/Shadowrun

Certainly, they represent a kind of oligarchy on Three because of the absolute control they have over much of the level. Most of them have created what became known in the cyberpunk fiction world as arcologies, which are basically environments that are designed to be worlds unto themselves. Each domain of the major corporations on Three (Metascience, geNETic Industries, The Mandarin Foundation, Global Communications, etc.) is a system that conforms to the activity and technology of the company that has developed it. Each of them are little societies unto themselves that shift and change based on the interests of those who control them; both physically and philosophically. Most of them are accessing the ShadowNet in order to develop much of their technology and that’s why Three is one of the foundational levels of the Net (along with Five and Seven), since they’re not only accessing what filters up from the Walkers and the gangs, but also what they discover on the ever-shifting tableau that is the Net. That near-absolute control means that the presence of the gangs here is, like on Two, more parasitic than actually competitive. The GoreKings operate by stealing resources from Global. Jerry’s Kids function by stealing whatever they can from everyone who’s showing “shine” (tech.)

That’s not as difficult as it might sound because there are other entities on this level that are even more exotic than the Rogue Corps. Most notable among them are the Iron Wizards and the Deathless. The latter and their leader, Koschei, are one of the largest base elements of the background of the setting; alongside their greatest rivals, the Morgue Lords. Unlike the Wizards, the Deathless don’t really exist as a separate group. They’re present in all of the Rogue Corps and some of the gangs, as well; constantly watching, constantly waiting. Their presence is akin to that of many modern corporations, such that the concept of oligarchy doesn’t even need to be overt, so much as simply omnipresent. If it ever feels like modern life can’t function without something provided by a corporate overlord, you’ve found a form of oligarchy. Looking at the little computers in our hands is an example of just that, especially by those given over to the Apple fixation. They exist to shape our world and make us subservient to their profitable interests, in the same way that the Rogue Corps physically shape the air and land around them in their arcologies. Of course, sometimes those interests get beyond the control of even those who create them, such as the Tartarians; one of whom is the primary focus of what might be the third story that Jeff and I publish. Haven’t decided yet. Similarly, the Iron Wizards were a main element of the first real Dystopia story that Fifth Panel ever did, so everything comes back around, eventually.

Кощей бессмертный в киберпанке, …» — картинка создана в Шедевруме

Anyway, that’s it for now on my casual and infrequent and somewhat vague tour of the city. I’d rather talk about most of these elements in actual stories, rather than spieling them out here like an RPG guidebook. But I thought it was fairly pertinent to our currently degrading government situation to bring up what my concept for corporate control of our lives looks like in the near-disaster future.

Shadows on (and off) the ‘Net

The opening story, Into Darkness, is primarily concerned with what’s happening in “the Real” as the city expression goes. We’re presented with Force Command, which is the main route of interaction with the outside world, which is almost always only part of the Real. We’re also primarily concerned with the manifestation of the Netwights and how they are a constant presence in many areas of the city; most often on The Spill, which is the section of the city that didn’t fall relatively cleanly in concentric rings. That section collapsed entirely and left a path of rubble from the Rim all the way down to Tarterus, which is the seventh level and one of the key lynchpins of the ShadowNet, the city-wide network that forms “the Now.” Unlike the other two levels that form that tripod of ‘Net structure, the fifth with the Black Market and the third with the Rogue Corps, the nature of the ‘Net on Seven is less technical and more mystical, for lack of a better term. In some ways, it’s the very root of the ‘Net and some of the phenomena that appear on it. There are other forces at work on Tarterus and those elements shape the character of everything that comes into contact with it and them. Among them are things like Hakker and his Cyberrats (just cybernetically altered or something more?), the gangs like the Azurademons, the TarBabies, and the Psycho Derelicts, and the regular presence of the Tech Walkers, which are more present on this level and Six than anywhere else in the city.

As I mentioned before, the concept of the ShadowNet is rooted partially in William Gibson’s concept of cyberspace, but it was always intended to be more than that. Whether you’re online or not, you can regularly feel the presence of the ‘Net in the city. It’s both “online” in terms of being an electronic communication network, but also physically and psychically present within the city. If you’re “in tune” with it, then you can recognize its effect on the physical world. Rare, indeed, are those who can be effectively online in both the Real and the Now, but one of them, Satori, is a regular resident of Seven, which speaks to one of those dual identities that that level holds. And, of course, “dual nature” is one of the main elements of the ‘Net as a story element, which our first story will get into. The fact that we’re beginning at the top of the Spill and its endpoint is on Tarterus is another nice coincidence. It’s almost like I’ve had this thing mapped out in my head for 33 years. But that “feel” of the presence of the ‘Net is also evident if you happen to run into those denizens of the city which, like Satori, have a connection to the Real and the Now as part of their own dual nature. Those are the Netwights and the Jackwraiths.

The latter is the screen name I’ve had for some 40 years, going back to the earliest elements of the Internet in places like local BBSs and some more well-known nodes like The WELL (yes, just like the Ninth level. Inspiration comes from many places, but that wasn’t an intentional naming match.) Of course, back then it had to be “jackwrth” (8-character names) but I could type it out in full in messages and posts. The original idea was a take I had on Gibson’s work, wherein his characters had to jack in, mentally, to his network and basically fully upload their consciousness. My thought was: What would happen if you died while you were jacked in? You’d leave behind a ghost. Or a wraith. Hence, jackwraith, since I was terminally online back in the day. In old school D&D, two of the most feared types of undead were wraiths and wights, since the former would drain your strength until you just died from being near them and the latter, even worse, would drain you of experience levels; meaning that all the work you’d done to become an 8th-level fighter might be lost when a couple hits from a wight reduced you to a 6th-level fighter. So, it was natural that if I had jackwraiths in the Now, I’d also have netwights in the Real and the residents of the city would have to deal with them, no matter where they were in the two worlds. I have a story in the queue that involves the Iron Wizards and a programmer named Kahina that orbits that concepts about the wraiths/wights and what spawns them and why. But that’s probably a ways out.

Anyway, that’s a bit more background on one of the most important elements of the setting. It has a presence in this first story and the Tribunal’s version of it- TrinityNet -will be part of the second story. The Tech Walkers also have an exclusive network of their own down on the eighth level, the Wasteland, so there’s no place that isn’t connected to some version of the Now, even as close as the Wasteland is to The Well, which tends to restrict that kind of communication and presence, which is kind of a clue to the essential nature of that aspect to the city and its origin. But we’ll get into that at some point in the future, either through Jeff’s art or me rambling away in some other fashion. Next time, I might talk a bit more about Force Command or perhaps resume the survey down to Two, the Control Ring.