Out of all the episodes in the excellent seventh season of Black Mirror, it’s Plaything that sticks out to me and I suspect to anyone else who played video games in the 1990s. It’s the story of socially awkward freelance games journalist, Cameron Walker, who steals the code to a new virtual pet sim named Thronglets from the developer he’s meant to be interviewing. When he gets the game home, he realises the cute, intelligent little critters he’s caring for on the screen have a darker ambition than simply to perform for his amusement – cue nightmarish exploration of AI and our complicity in its rise.
The episode is interesting to me because … well, I was a socially awkward games journalist in the mid-1990s. But more importantly, so was Charlie Brooker. He began his writing career penning satirical features and blistering reviews for PC Zone magazine, one of the two permanently warring PC mags of the era (I shared an office with the other, PC Gamer). In Plaything, it’s PC Zone that Cameron Walker writes for, and there are several scenes taking place in its office, which in the programme is depicted as a reasonably grownup office space with tidy computer workstations and huge windows. I do not think the production design team got this vision from Brooker.
“Zone had far less of the corporate workplace feel than the episode showed, and much more of a kids in the basement, youth club-cum-nightclub vibe to it,” says Paul Presley, who worked on PC Zone at the time. “It was a handful of messy, cluttered desks stuck in a windowless basement office round the back of Oxford Street (later Tottenham Court Road). We’d have killed for floor-to-ceiling windows! Editorial, art and production were all on top of each other, music blasting from the office stereo, usually furnished by the neighbouring Metal Hammer magazine. Desks were personal spaces, overflowing with paper, mags, trinkets, swag and tons and tons of CDs.”
In the sake of journalistic thoroughness, I also contacted another PC Zone alumnus Richie Shoemaker for his recollections. “Although there were windows along one side, they were below street level and smeared with London grime,” he says. “The sills were piled high with dusty magazines, broken joysticks and likely-empty game boxes. It was perpetual night for the best part of eight years down there.”
The episode was more accurate on the games themselves – the first scene in the office shows Cam playing Doom, when the editor comes over, shows him the front cover of the latest issue of the mag with System Shock on the cover, then asks Cameron if he’s finished his review of Bullfrog’s classic adventure game Magic Carpet. “[Plaything] is good on the timelines,” says Shoemaker. “Playing Doom in the office was of course standard – although when I joined the team Quake was the lunchtime and afterwork deathmatch of choice. The Magic Carpet review did appear in the issue after System Shock (which was actually Charlie’s first cover review), but it got 96%, not 93% and was written by launch editor Paul Lakin – who went on to work at the Foreign Office.” He also reckons the episode’s grizzled old editor might have been inspired by then deputy editor, Chris Anderson, who according to Shoemaker was “quite a vampiric character who seemed to exist on a diet of cigarettes and Ultima Online.”
Most fascinating to me though is the inspirational origin of the Thronglets virtual pet game. Most reviewers have been referencing Tamagotchi, the keychain pet toy that took the world by storm int the late 90s. Brooker himself has referenced it in an interview. However, a much more likely candidate was the 1996 title Creatures, in which players cared for generations of cuddly-looking critters. Although it looked like a cutesy pet game it was in fact a highly sophisticated artificial life experiment, created by the distinctly sci-fi-sounding CyberLife Technology. Players needed to try to establish breeding populations of the creatures – called norns – but your control over them was limited as they were coded with advanced neural networks and had functioning internal bodily systems regulating their behaviours and physical abilities. CyberLife made a big deal of the complexity and experimental nature of the game: the box came with a warning sticker stating “Digital DNA Enclosed” and the blurb on the back cautioned players that they would be unleashing the world’s first artificial life-science experiment – which is exactly what Plaything is about.
Creatures creator Steve Grand bears similarities to the Plaything (and Bandersnatch) coder Colin Ritman. He was a programmer who got tired of conventional games and wanted to try something extremely new. He went on to write a book about Creatures and its development, Creation: Life and How to Make It, and later became an internationally renowned roboticist, famously developing a robot orangutan. Surely the most Black Mirror career trajectory ever. In 2011, he started work on a spiritual follow-up to Creatures named Grandroids, which like Thronglets was about developing a race of intelligent AI aliens – Grand launched a Kickstarter for it in 2016. The project has yet to surface although Grand has a new website for it under the name Phantasia. All very intriguing.
This is one of the things I love about Black Mirror, and indeed the use of technology and video games in conventional drama: this is an arcane world full of eccentric people no one outside the industry has heard of, yet the toys they make have massive ramifications. Personally, I wanted to see a lot more of the PC Zone as imagined by the programme, but I understand that the sinister Thronglets were the real focus. Maybe one day there will be a full Silicon Valley-style drama series about the games industry in the 1990s – it was a hell of a time. For now, it’s interesting to see the world both Brooker and I inhabited being used as the venue for dystopian fiction – even if they really did get it completely wrong about those windows.