Gibson's most famous novels were written during a very different time. Most people saw computing as a basic diversion. They'd spend a few minutes with a basic arcade game like Pong or Pac-Man, work their hardest to move to the next level, then go back to their normal lives. To them, that wasn't the future. They wanted flying cars and rockets, cities on the moon, and afternoon trips to Mars. It was about muscle, power, and speed. But Gibson believed that the outside world was becoming a bleak, disgusting place and that people were going to turn to an artificial universe, known as cyberspace, for excitement. This message didn't resonate with the mainstream, masculine culture of the time. In fact, it defied all sense. Nobody was thinking like him, no matter who they were. It simply didn't make sense to put stock in those machines. They were too simple and too time-consuming. Nobody cared about basic rectangles jumping around on the screen and there were so many other things to get excited about.
But as the years went by, Gibson's ability to look into the future became more and more apparent. Like many good authors, he tapped into an emerging cultural vein. It began with the nerds, unrepentant tinkerers who spent their time putting together computer parts, trying to one-up each other's inventions. They existed on the sidelines, put on the back burner by rockers and fashionistas, the alphas of the 1980s. Gibson targeted that demographic, and he created a style that they would love. It caught on fast. By the time the internet had taken hold and there was a PC on every desk, it was already firmly established as a genre, and people were starting to copy it.
The culture began to shift during that time. Once pixel art was replaced with 3D textures, and consoles had moved into the next generation, everyone began to take note. A different kind of gamer began to emerge. These were the alphas and the rockers, the kids that attacked anyone who was different, and they were ready to wreak digital havoc. They spent their afternoons blowing things up, learning to use miniguns, grenade launchers, and laser pistols. It was around that time that we started to hear about the violent nature of video games. Kids were being trained for war, and many of them learned how to handle a rifle better than trained soldiers.