Capitalism
Interactive Magic, 1995
Interactive Magic, 1995
originally played on PC
There’s a certain joy when things work right and plans can
be seen appropriately to their conclusion. A leveraged predictability, as it
were. Much like its namesake, Trevor Chan’s Capitalism (1995) involves the appreciation of the beauty in systems which
manifest the will of their designer when adroitly administered. The North
American protestants were correct: it is in money that we find God.
I’ve always had a strange relationship with capitalism, and
one which I am still trying to properly navigate. For a short while as a youth, I was able to
realise a small capitalist fiefdom in the comics trade, at least in my home
town of Thunder Bay where the population was low enough that you could easily
be the best at something if you just paid sufficient attention. Two of my
friends from childhood had followed this advice all the way to the Olympics, although they didn’t end up placing in their competitions. From grade five through grade seven, one of them was
in a small group of playground vengeance justice seekers with me and a girl named Brie
Gibson. I loved Brie a lot, my first real crush in fact, and we were together
often before she died in grade six under mysterious circumstances related to
her asthma and possibly to her violently abusive father. Like every other
playground, ours was one which demonstrated elements of the market dynamics we
were going to learn to love as adults with tendencies toward social democracy. At times throughout our youth, especially around the fifth and sixth grades, friends and I were bullied for lunch money or the comic books we were reading or because the day was a little cloudy with a potential for rain later so what the fuck. A piece of shit two or three years older would come out of nowhere, push one of us down or catch somebody in a headlock, and make demands with insults. Being reasonably athletic ourselves, we weren’t often targets. But as with bully plots in cartoons and plenty of videogames – I’m thinking not only of The Adventures of Willy Beamish (1990) but of course Bully: Scholarship Edition (2008), Rockstar’s tenderly
satirical entry into the topic – even the good guys have to face the music some
of the time. Frankly almost every game with a bad guy (or girl) falls into the
bully category, as bad guy behaviour often amounts to pushing the player and/or
other elements of the gameworld around in order to realise some nefarious
desire or other.
in the virtual world, women have an equal shot at being CEO |
Trevor Chan’s Capitalism
is an economic simulation with a clean interface and solid game mechanics. You
set up a department store and a supply chain with distribution, manufacturing,
and resource extraction in place, sell the whole thing with some advertising, and
hope for the best. Of course, this hope is guided by a thorough grounding in the
principles of finance mathematics, and understanding the volumes of data offered to players is key to success in the game. In every way the game invokes
the kind of nerdy entrepreneurial DIY aesthetic best exemplified by the small
business and adult learning documentaries produced by TVOntario and PBS: the bright
arpeggiated synthesizers, the clean Euclidean graphics, the friendly narrator
who sounds like some unholy cross between Donald Sutherland and everyone’s Dad.
Full confession: I have an inescapable nostalgia for low budget business and
technology public television documentaries from the 1980s and early 1990s, such
as Bits and Bytes (1983) and The Computer Chronicles (1983 – 2002);
admittedly, both of these examples are computer related, as I cannot for the
life of me remember the names of any of the financial shows and a five-minute
search online has not allowed me to recover TVO or PBS broadcast schedules from
the 1980s. Much like these shows, Capitalism
presents itself functionally before it worries about its aesthetics, resulting,
of course, unavoidably, in a significant and interesting aesthetic. I'm certainly not alone in loving those arpeggiated synths.
life as a modern industrialist |
Capitalism has
gameplay elements from strategic builders and resource exploitation games such
as The Seven Cities of Gold (1984), Sim City (1989), and Sid Meier's Civilization (1991), as well as trading
games such as Elite (1984), The Patrician (1992), and Merchant Prince (1993) and economic simulations such as Air Bucks (1992) and Sid Meier's Railway Tycoon (1990) – perhaps we can collect these seemingly disparate games
under the generic nomenclature of ‘managerial’ games, in which the purpose and
pleasure of play is the optimization of a logical system of economic administration. The system is easy: buy low, sell high. Make sure that the supply lines are economically sustainable and consistent in their operation. Advertise so that everyone knows about and buys your product. Isn’t capitalism easy? Actually, Capitalism is not at all easy, unless
you cheat and keep giving yourself free millions. That being said, I was
usually able to turn a steady profit in this game and other economic
simulators. Kind of like how after concluding most role-playing games, you end
up with far too much money to spend on yourself. Lacking charitable options in
nearly every game in existence except Ultima IV: Quest of the Avatar (1986), you end the game a millionaire with no
power for consumption.
buy low / sell high / eat well |
If only my actual life reflected such financial ease and
capability. My childhood comic book enterprise was successful until adult capital
priced me out of the market. Having taken a tip from the uncle of a BFF (which
ended up not being so F) to buy as many copies of the Teenage Mutant Ninja Turtles comics that I could, I entered the playground of capital with a small
hole in my pocket but with the knowledge that would carry me through anything. The Turtles are going to be the next Cerebus,
he told me, confident with a cigar and his arms crossed over stacks of porn
magazines, both lines of merchandise also being sold in his book store. Buy now, hold onto them for a while, then
sell when the going’s good. Like many things related to both capitalism and
Capitalism, it was a supply and
demand issue. The first few printings of the comics were horribly mangled by
the publisher and sold at discount to retailers. As a result, these issues were
limited to only a few thousand copies. Precocious and willful, I had convinced
comic book stores all over the city to order copies in for me to buy. In the
end, I had a copy of the 1st print of #1, two #2s, and multiple copies of
other valuable issues as well. I sold most of them for immense profit at the
height of the mass popularity of the Ninja Turtles, that period when they
turned from indie comic darlings into a steaming pile of mainstream shit pushing pizza and
videostore coupons and appearing in costume on talk shows and printed on
pyjamas and bath towels and moulded plastic in play-doh. Hyped beyond almost
anything else in the comic book world, the new corporate Teenage Mutant Ninja Turtles were
supposed to be amazing. Of course I had continued to collect the original black
and white comic series and all of the spin-offs and one-shots. As DIY
independent publications, indie comics were often forums for their authors to
voice their opinions. Dave Sim famously went either nuts or misogynistic or
both as Cerebus matured and many
readers lost interest. Kevin Eastman and Peter Laird, the creators of the Ninja
Turtles, spent month after month telling us about how excited they were about
the coming toy lines, about how great the TV show was going to be, how there
was a movie on the horizon. They never did talk about the tens or likely hundreds of millions of dollars which they were going to be making as they quite literally sold out their independent DIY comic book idea to a major corporation seeking a transmedia entertainment property on which to balance a slew of industrial properties and licensing opportunities.
computer gaming: a nice way to relax from the horrors of the office |
I was eleven when the Ninja Turtles went mainstream and I was
expecting a faithful adaptation of the comic books, not an easy prospect for an
exceptionally gory and violent martial arts title which often featured swearing
and sexual themes not allowed in mainstream comics. The marketing machine
behind the newly commodified Teenage Mutant Ninja Turtles sanitised everything
about them, and in the process made everything lowest-common-denominatordumb. All of their characteristics were specifically tailored to cover the
entirety of commercial youth demographics, from the stoner rejects of
California and midwestern jocks to the east coast elite school wannabes and videogame nerds. Everything
interesting about the original Turtles had been stripped away for mass market
consumption, a bastardization best reified by the turtles’ newfound focus on
pizza. Even the character of April O’Neil had changed, losing her feminist
self-determination and computer programmer career and becoming simply another
whining female sidekick, often an obstacle or prize for the machinations of the
male characters in the narrative. Girls can’t be computer programmers, says
capitalism. Girls have girl jobs like news reporting and being beautiful on TV.
Gross, new Ninja Turtles. I fucking hated with a passion the new Ninja Turtles
brought to me by capitalism. At least the arcade games were fun.
Selling Ninja Turtles comics for so much money – $1,150 for one
issue, so much money for a thirteen-year old boy that I still have never told
my parents about my comic book business; they thought I was just trading issues
back and forth with friends – allowed me not only to purchase some musical
equipment and follow another career path (itself later decimated under
capitalism, but that’s another story) [update], but also try to up my game in the comics
business. I used the money I made from believing in Ninja Turtles before they became something not worth believing in to invest in other comic book series which weren’t being
offered for sale in stores in Thunder Bay and try to sell those books to the
stores on commission. My friend Mark's older sister – a newwave icon for my entire childhood – clued me into a book called Love and Rockets. The whole operation was dependent on my knowledge of the
books coming out which might be interesting. This is what made me believe in
capitalism for the short delusion which is childhood. Success comes through
skill and hard work. No problem, I thought, as I knew more about comics than a
lot of people in my town and I was good at working hard. Knowledge is a skill, and I knew how to work to improve knowledge and understanding. But then I learned the
truth about capitalism, an argument also expressed in Thomas Piketty’s book Capitalism in the Twenty-First Century. Namely
that capital wins itself. That knowledge in and of itself is meaningless in the face of capital. Those who have money earn money, while those who do
not have it do not – the most simple truth in all of human creation. Once a few
of the adults picked up on what I was doing, they used their significantly
greater fiscal assets to entirely push me out of the market. They didn't know anything about comic books, they just had more cash than I did. Within two weeks
of my most successful sale I was pushed out of the ‘industry’ completely and
lost both my purchasing and my selling clients. No deals on buying, no deals on
selling. Just another plebeian. Game over, as they say.
of course capitalists have taken control of the media |
If only my ability to earn money IRL could begin to match
the mastery I can demonstrate in virtual economies. Wall street gets to play
fake, why can’t I?