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ZAPITALISM
by francine schwartz
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A
whimsical game of strategy and competition, Zapatalism is set
in the imaginary world of Zapanalia where islands and commerce abound,
where hallucinogenic fruit grows on trees and where women have taken to
wearing chest hair as part of their liberation statement. The players
run various import stores and strive to build a commercial empire by
selling such things as Daca Meat, a living meat, and Bool Fur, used as
a laxative.
The
Queen of Zapanalia, for the first time in 1,000 years, has decided to
open up the islands' economy to import/export. You, as manager of one
of six import stores, compete to corner the market in your unrelenting
quest for commercial empiredom. In the game you establish prices, set
advertising expenditures, make investments, and search the surrounding
islands for treasure and magic. Your decisions and subsequent actions
will eventually determine your wealth as well as reputation. The person
at the end of the game with the most money - wins
Big fans of Dr. Seuss, Lavamind's Steve Hoffman and Naomi
Kokubo admit Zapitalism is a parody of society and that their
own political views are definitely reflected in the game. They have
slipped in their "little messages" - about environmental issues, for
example, but have consciously avoided being heavy handed.
Their
own political views are not the only ones reflected in the game. An
array of other "types" are represented. A player can begin to
understand various points of view by playing the part of an employer
who possesses them.
News
reports and events texture this richly colored world with life. In the
game you, as a store manager, face many issues and must make decisions
based on that information as well as such things as your current
profits, losses, employee morale, etc. For example - you have the
option of raising employee morale by increasing salaries. But this
isn't as clear cut as it sounds. If you increase salaries, you're
lowering your profits. But perhaps by accepting lower profits for a
limitted time, you will gain in the long run. Who knows. Is it worth
gamble? Perhaps you'll raise company morale by feeding your employees
mystic figs from one of the surrounding islands. Known the to be hallucinogenic and very pleasing, mystic figs
may make your employees more indebted to you and thus increase their
willingness to work long and hard. But then again, the plan may
backfire. The employees may see through your manipulative strategy.
They may even strike.
Another
issue is reputation. An important one. Players compete to go first, a
strategic position. And it is the player with the best reputation that
gets to do that. This is the employer who gets first shot at buying out
products, stealing top ranking employees from other companies, etc.
Reputation is judged from various categories - public service, store
image, maintenance, advertising. But again it's not as simple as it
looks. An employer may be judged a terrific businessman because of high
profits, but may be judged very poorly in the reputation department
because he underpays his employees and keeps his store looking a mess.
In
the process of playing the game you'll visit other islands, run into
lots of interesting characters. Some by choice, some not. The Ronic
Warriors, for example, are a marauding band of ex-accountants
turned pirates. An Insultant is a consultant who insults you.
Perhaps you or someone you know belongs to the Humangistic Church,
whose members believe in taking lots of holidays. As you can guess -
employers aren't strong supporters. You'll visit Zable Exchange,
the Wall Street of this world or Outer Reboundrum, an idyllic
getaway place, where unfortunately you can also get into a lot of
trouble.
The store owners want particular qualities in the managers
they hire to run their businesses. And you get to play them. Wali J.
Spinniker, for example, is a slick salesman who wouldn't hesitate to
sell his own mother if the price was right. Know the type? Not
surprising that he's looking to hire a fast talking, fast walking
individual to take his already established store into an even faster
track.
An
individual can play alone with the computer, which will play all the
other parts. Creating personalities for the computer players presented
an interesting challenge for Steve and Naomi. They didn't want them to
behave in a strictly logical fashion (which people rarely do), nor did
they want these characters to be too predictable. Randomness was built
in to keep it interesting.
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