Plaything – how Black Mirror took on its scariest ever subject: a 1990s PC games magazine

TruthLens AI Suggested Headline:

"Black Mirror's 'Plaything' Explores 1990s Gaming Culture and AI Ethics"

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AI Analysis Average Score: 7.9
These scores (0-10 scale) are generated by Truthlens AI's analysis, assessing the article's objectivity, accuracy, and transparency. Higher scores indicate better alignment with journalistic standards. Hover over chart points for metric details.

TruthLens AI Summary

In the seventh season of Black Mirror, the episode titled 'Plaything' stands out as a poignant reflection on the gaming industry of the 1990s, particularly through the lens of its protagonist, Cameron Walker, a socially awkward freelance games journalist. The narrative follows Cameron as he steals the code for a new virtual pet simulation game called Thronglets from the developer he is meant to interview. Upon bringing the game home, he discovers that the seemingly innocent creatures he is caring for harbor a sinister ambition that prompts a nightmarish exploration of artificial intelligence and humanity's complicity in its evolution. This episode resonates deeply with those who experienced the gaming culture of the era, including its creator, Charlie Brooker, who himself began his career writing for PC Zone magazine—a prominent publication of that time. The depiction of PC Zone in the episode contrasts sharply with the reality, as former employees describe a chaotic and cramped workspace rather than the tidy corporate environment presented in the show.

The episode's authenticity shines through in its portrayal of gaming culture, particularly with references to games like Doom and the review of Bullfrog's Magic Carpet. However, the inspiration for the Thronglets game draws parallels to the 1996 title Creatures, which was a pioneering venture into artificial life. Creatures required players to nurture generations of digital beings, showcasing complex behaviors governed by advanced neural networks, much like the narrative arc of Plaything. Steve Grand, the creator of Creatures, shares similarities with the fictional coder Colin Ritman, both driven by a desire to innovate beyond conventional gaming. The episode encapsulates the eccentricities of the gaming world, suggesting that the toys created by its quirky characters can have profound implications. While the focus remains on the menacing Thronglets, it offers a nostalgic glimpse into a vibrant yet chaotic industry, leaving viewers to ponder the potential for a deeper exploration of the 1990s gaming scene in future storytelling endeavors.

TruthLens AI Analysis

The article explores the latest episode of "Black Mirror" titled "Plaything," which delves into themes of artificial intelligence and nostalgia for 1990s gaming culture. It highlights the personal connection of the author, who shares a background as a games journalist during that era, and draws parallels between the protagonist's experiences and those of Charlie Brooker, the creator of "Black Mirror." Through this lens, the piece examines the portrayal of the gaming industry and the potential darker implications of AI.

Objective of the Article

The article aims to evoke a sense of nostalgia among readers who were involved in gaming during the 1990s while also critiquing the portrayal of that time in media. By reflecting on the past experiences of games journalists, it encourages a deeper understanding of the gaming industry's evolution. The intent could also be to spark discussions about the ethical implications of AI as portrayed in the episode.

Perceptions and Community Impact

By focusing on a familiar cultural touchpoint, the article seeks to resonate with those who have a shared history in gaming. It aims to create a sense of community among readers who identify with the experiences of the protagonist and the author. The exploration of AI's darker ambitions could provoke critical thinking about technology's developments and our roles in it.

Hidden Agendas or Information

There does not seem to be an overt attempt to conceal information. Instead, the article presents a reflective narrative that may encourage readers to think critically about their relationship with technology and gaming culture. However, it could be perceived as downplaying the corporate evolution of gaming journalism, which might obscure the industry's modern realities.

Manipulative Elements

The article does not appear overtly manipulative, but it employs a nostalgic tone that could influence readers’ feelings toward the past. The language used is relatable and accessible, which may evoke a sense of longing for the simplicity of the past while subtly critiquing present-day developments.

Reliability of the News

The reliability of the article hinges on the author's personal experiences and insights, which lend credibility to the narrative. However, the subjective nature of nostalgia may color the portrayal of events and contexts, making it crucial for readers to consider the broader landscape of gaming journalism during the 1990s.

Cultural Resonance and Community Support

The article likely attracts support from communities of gamers and tech enthusiasts, particularly those who have a fondness for retro gaming culture. It resonates with individuals who appreciate the intersection of technology and storytelling.

Economic and Political Implications

While the article does not directly address economic or political ramifications, it could influence discussions around AI ethics and regulation. As technology continues to evolve, such narratives may shape public perception and policy debates.

Impact on Financial Markets

The episode's exploration of AI could indirectly impact companies involved in AI development and gaming. Public interest in these themes may lead to increased scrutiny and investment in ethical tech solutions, affecting stock prices in relevant sectors.

Geopolitical Relevance

The article touches on themes that are relevant in today's discussions about technology's impact on society. As AI continues to be a focal point in global politics, the insights from the episode may contribute to broader debates.

Potential Use of AI in Writing

It is possible that AI tools were utilized in crafting the article, particularly in organizing thoughts or generating content. However, the nuanced personal reflections suggest a human touch that AI may not fully replicate.

Conclusion

In summary, the article serves to connect readers with their nostalgia for the 1990s gaming culture while prompting critical reflection on contemporary issues related to AI and technology. The blend of personal narrative and cultural critique renders it a compelling read, though readers should remain aware of the subjective lens through which the past is viewed.

Unanalyzed Article Content

Out of all the episodes inthe 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.”View image in fullscreenKids in the basement … the office of PC Zone magazine in the mid-1990sPhotograph: Richie ShoemakerThe 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 reviewdidappear 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.View image in fullscreenLess cutesy than it looked … Creatures.Photograph: CyberLife TechnologiesCreatures 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 namePhantasia. All very intriguing.This is one of the things I love aboutBlack 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.

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Source: The Guardian