Custom PC - UK (2020-06)

(Antfer) #1

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incethedaysofSyndicateandFallout,gameshave
lovedtohavea digatcapitalism.Ourcorporate
societyis oneofthefivepossibletriggersfora virtual
apocalypse,alongwithzombies,aliens,Nazisandviruses.
Communismmightoccasionallythreatentodestroytheworld,
but it neversucceeds.
Lately,capitalismhasbeeninfora rightkicking.Thepast
few monthshaveseenthereleaseofTheOuterWorldsand
Journey totheSavagePlanet.Botharefirst-personsci-figames
about exploringdistantplanets,andbothhave
got it in forlarge,oppressivecorporations.
In TheOuterWorlds,oneplanetisrunbya
companycalledSpacer’sChoice,anditspolicies
includes forcingemployeestoleasetheirown
grave plots,andforcingtheirfriendsand
colleaguestocovertheirfuneralcostswhen
they die. Meanwhile, Journey to the Savage Planet’s Kindred
Aerospace treats its employees as expendable property, sending
you out on dangerous missions with almost no equipment, and
forcing you to cobble together your own survival plan.
In addition to these similarities, both games’ satirical humour
is largely ineffective, with only surface-deep criticism. In Savage
Planet, the hyperactive adverts for rubbish products and vaguely
sociopathic messages from your CEO all happen at a distance
from the actual meat of the game; you could ignore it entirely
and your experience really wouldn’t change.
The Outer Worlds, meanwhile, is keen to point out all the
horrible events that occur in its society as a result of its runaway
capitalism – the Spacer’s Choice mascot forced to wear a suffocating
helmet for his entire life, and the colonists being slowly poisoned


bytheonlyfoodavailabletothem.However,it neverdelves into
therootcausesofallthesuffering.It’salldefinitelythe fault of
capitalism,butnobody’sabletosaywhy.
Thenagain,thegameindustryroutinelyforcesitsemployees
towork80-hourweeksformonthsonend,thenlaysthem off
oncea projectiscomplete.It’shardlysurprisingthat games
can’tproducea coherentargumentforwhya corporatised
societymightnotbegood.Designersareroutinelygagged by
punitivenon-disclosureagreementsintendedtoprevent them
fromleakinginformationaboutnewgames, but
whichalsomakeit difficultforthemto discuss
workingpracticesina particularcompany.
Forlargestudios,thisofteninvolves doing
monthsof‘crunch’– longperiodsofadditional
hoursthatoftenleadstomentalandsometimes
physicalhealthproblems.
Some recent indie games offer better examples of how games
can criticise capitalism. Kentucky Route Zero shows us how
companies exploit social and religious work ethics, mandating
that a basic standard of living must be earned while also eroding
existing employment structures from local communities.
The fantastic Disco Elysium, meanwhile, shows us how
capitalism feeds on hope. One of the buildings you explore is
a gravesite for almost a dozen failed businesses, all of which
were created with the best of intentions and failed because
of circumstances beyond their control.
For any satire to work, it needs to be specific about its targets,
and the reasons why they should be the object of criticism or
derision. Otherwise, such jokes ring hollow, and come off as
paying lip service to ideas the creators don’t really believe.

Games


Rick Lane is Custom PC’s games editor @Rick_Lane

RICKLANE/INVERSELOOK


CAPITALIST PUNISHMENT


Some games love anti-capitalist satire, but Rick Lane asks if such a
fundamentally corporate industry can say much of note about capitalism

It’s all definitely the fault
of capitalism, but nobody
is able to say why
Free download pdf