Morals & Mechanics of Papers, Please

Papers, Please is an indie game that very effectively expresses its values via gameplay. There are several values that Papers, Please though the most evident one is its critique of ineffective, corrupt governments (represented by Arstotzka, the dystopian soviet inspired country where the game takes place) and the rigid unfeeling bureaucratic institutions (the border crossing where the player works) that are a common stereotype of them. At the start of the game players are presented with a simple objective: let the right people into the country and keep the wrong people out. What qualifies as “right” and “wrong” shifts with each new round, which is experienced in the form of a day at work. Sometimes a person’s photo ID does not match their appearance, other times they are from a neighboring country that is hostile to yours. Such constraints constitute the game’s mechanics on a technical level, though they also express values. The ever-changing requirements for entry highlight how fickle our perceptions of right and wrong our, and the government’s role in influencing them. For example, a trade embargo on another country leads to citizens of that country having to be denied. Overnight individuals who had no choice in the affairs of their government are vilified and detained while simply trying to go about their everyday lives. Especially given the US’s treatment of refugees and immigrants from “undesirable” countries, this message is one that can impact players’ perceptions and behavior towards people in similar situations in the real world.

While this surface-level relationship between values and mechanics is striking in its own right, it continues to develop in complexity the longer players play Papers, Please. While it’s not the first game to evolve in a way that “redefines its own…experiences”, the possible ways they can be redefined highlight the complexity of its message. (Zimmerman) Players can choose to work with EZIC, an organization that claims to want to bring down the Arstotzka’s government, but there are multiple ways this ending can go. Even if players help EZIC at several points in the game, they can choose to betray them at multiple points, such as shooting one of their terrorists or refusing to let the members into the country. It poses players with a hard moral dilemma, as both sides can sound right. If players aid EZIC they are betraying their government, risking the safety and security of their family. But is this such a bad thing when their government is bad? Or might whatever change EZIC wants be worse than what’s already there? While the mechanics of Papers, Please pose moral questions in their own right, the game’s narrative and multiple endings reveal that morality itself is not easy to define.

Papers, Please is available on Steam.

Sources

Papers Please. Lucas Pope, 2013.

Zimmerman, Eric. “Play as Research: The Iterative Design Process.” 2003. PDF.

The Visual Impact of Interactive Fiction

Due to it’s literary foundations, visual flair is arguably something that can take a back seat when it comes to interactive fiction. While researching interactive fiction these past few weeks, I noticed that some of the most lauded pieces were lacking in extensive visual style. For example The Golden, States of Awareness, and Queenlash had the same default black background that comes when making a Twine game. Apart from the font color of each of these  being changed to something relevant to their topic (purple for the royalty of Queenlash, green for the zombies of States, and gold for Golden for obvious reasons) there was not much to differentiate each visually. 

In contrast to this, some of the more lackluster pieces of interactive fiction I’ve read were noticeably stylized. Some Space is memorable for its sci-fi background and futuristic font just as much it’s preference for puzzles over narrative. While it does add a futuristic aesthetic that fits with the narrative of a human immigrating to an alien world, there are also drawbacks to Some Space’s embellishment. The impressive quality of Some Space visuals juxtaposed against its lackluster parts do not result in a positive impression. It makes readers wonder if the writer didn’t spend as much time incorporating the puzzles into the piece as they did finding the right font. Granted this view might be unfair. Everyone has different strengths, and it is natural to want to show off what you’re good at. That said, it’s not entertaining to play or read something that was made just to show off. A piece of interactive fiction can look amazing, but it’s primarily the story being told that makes readers want to interact with it.

Although it doesn’t have as much of a sway on readers as narrative, writers of interactive fiction should still give some thought to the appearance of their work. It is possible for interactive fiction to have a memorable style and story. A good example of this is Bogeyman. The eerie black and white style of Bogeyman’s passages appropriately matches the dark subject of child abuse that is one of its themes. It sets the stage for the dark and intimidating world the protagonist finds themselves in, effectively setting the mood. In addition to color, a different font is used to indicate when the Bogeyman is talking. The heavy slightly jagged font paired with the lack of quotations makes the Bogeyman more intimidating. He comes across as speaking directly to the reader instead of the characters, making for a chillingly memorable experience. Bogeyman, along with Some Space, shows the impact style can make for better or worse when writing interactive fiction. It is worth it for authors to consider how to make their work visually unique, because when done right it can elevate an already good work.

Queenlash and Some Space are available on the Spring Thing Festival of Interactive Fiction 2021 Website.

States of Awareness and The Golden are available on the Spring Thing Festival of Interactive Fiction 2020 Website.

Bogeyman is available on the Interactive Fiction Database.

Sources

Bogeyman. Elizabeth Smyth, 2018. https://ifdb.org/viewgame?id=ltwvgb2lubkx82yi

The Golden. Kerry Taylor, 2020. https://www.springthing.net/2020/play_online/StatesOfAwareness/index.html

Queenlash. Kaemi Velatet, 2021. https://www.springthing.net/2021/play_online/Queenlash/Queenlash.html

Some Space. Rittermi, 2021. https://www.springthing.net/2021/play_online/SomeSpace/index.html

States of Awareness. Kerry Taylor, 2020. https://www.springthing.net/2020/play_online/TheGolden/index.html

Interactive Fiction: Simple Yet Diverse

Compared to the visual and technical complexity of modern video games, digital interactive fiction can at first glance seem simple and mundane. Their core gameplay is easy and intuitive to learn: read a passage, select an option to continue, rinse and repeat until you reach an ending to the tale. Anyone who has ever read a choose your own adventure book, or arguably even had a conversation, can do it. Whether in spite of or due to this simplicity, interactive fiction has blossomed to include a large body of unique works. 

Some works of interactive fiction don’t stray too far from the medium’s core gameplay, adding interest through narrative and writing style. Two examples of this are Miss No-Name and Queenlash, two award winning titles from the 2021 Spring Thing Festival of Interactive Fiction. At first Miss No-Name comes across as a fun innocent story about a popular kid in school trying to learn more about a loner in their class. Players can approach this objective a few ways, most of which are hinted at being more or less effective by situational context. As the story unfolds it becomes clear that what seems like the “right” way to approach getting to know this shy classmate is not always the most effective. This adds to the mystery of who Miss No-Name is. Not only is her identity unclear, but her preferences are abnormal. The length of Miss No-Name also works in its favor, as players can go through all the options and endings in a relatively short period of time. This provides a satisfying conclusion to the piece’s mysteries, which increases player satisfaction.

While it does not have the benefit of brevity that Miss No-Name does, Queenlash is a highly effective piece of interactive fiction in its own way. Instead of the narrative being its main draw, the writing style of Queenlash is where it shines. With long poetic passages, Queenlash is more of an immersive experience. Readers are surrounded by long walls of text using words that seem archaic and foreign, appropriately for a narrative set 2000 years ago. The story is one many people are familiar with, the rise and fall of Cleopatra VII. Unlike Miss No-Name, where the hyperlinks take players is not always clear cut, though there are still clues. For example, in a conversation where several people are being discussed the words that serve as hyperlinks have some connection to one of the subjects. This conveys to the player that these links will take them to a passage from that subject’s point of view, or go into more depth on their past or motives. It is a more effective way of getting to know the characters that feels more natural due to the hyperlinks being part of the conversation.  This makes the story feel more personal than if choices were simply reactionary.a

Authors of interactive fiction have done an impressive job of embellishing and adding to the core gameplay of their medium, further inspiring other authors to evolve their own works. The pieces examined in this post are just the tip of the iceberg when it comes to creative ways interactive fiction authors embellish their work. Pieces like Depression Quest combine their written components with impactful visual effects and sounds, while others like Some Space incorporate complex puzzles and code. For anyone who considers interactive fiction to be a lackluster part of the digital landscape, I hope this post will make you reconsider that stance and give interactive fiction a try.

Queenlash, Miss No-Name, and Some Space are available on the Spring Thing Festival of Interactive Fiction 2021 Website.

Depression Quest is available on the official Depression Quest website.

Sources

Depression Quest. Zoe Quinn, Patrick Lindsey, and Isaac Schakler, 2013. http://www.depressionquest.com/dqfinal.html

Miss No-Name. Bellamy Briks, 2021. https://www.springthing.net/2021/play_online/MissNoName/index.html

Queenlash. Kaemi Velatet, 2021. https://www.springthing.net/2021/play_online/Queenlash/Queenlash.html

Some Space. Rittermi, 2021. https://www.springthing.net/2021/play_online/SomeSpace/index.html

What Remains of Edith Finch: Why is it art?

Why is the Mona Lisa smiling? What is Banksy’s newest work satirizing? At times it seems the vaguer a piece of art’s meaning, the more it is valued. Perhaps this is why many consider What Remains of Edith Finch to be a prime example of video games as art. It is not only beautiful, but also opaque.

The exterior of the Finch house. Screenshot by author

At the start of the game the narrative seems straightforward enough: after the passing of her mother, Edith Finch returns to her childhood home to learn about her family. Upon arriving at the family property, a somber and mysterious mood is swiftly established by lack of other living beings and the imposing presence of the Finch house. Before the player even enters the house, questions arise about their surroundings. Why are there missing person posters clogging the creek? What is with the decrepit dragon structure in the front yard? Were the appropriate building permits obtained to add the precariously placed additions to the house? Things get even stranger when the player gains entry to the house’s interior. Why are local restaurants afraid to deliver to the Finches? Why are there references to Norse culture? What’s in the basement? What’s with the sealed off rooms? Is the strangeness surrounding this family supernatural, or something more “real”?

Not all of these questions are answered during the game, and the ones that are addressed are not answered completely. We learn that the Finch family is seemingly cursed, with only one member of each generation surviving to adulthood. The rooms belonging to deceased family members were sealed away by Edith’s mother in the hope that by hiding their untimely demise the curse can be forgotten, and therefore broken. Unfortunately, this tactic does not seem to work as Edith is apparently the last member of her family left alive.

While this information satisfies most of the broader questions posed, it fails to address some of the more intriguing aspects of the game. For example, it remains unclear if the family really is cursed or if the youthful deaths of many of its members is due to a placebo effect from belief in the curse. For some of the family it is not even clear how they passed away. An example of this is the death of Molly, who recounts in her journal turning into various animals before becoming a monster who eats herself. Given the eerie mood of the game at first I was under the impression that Molly’s experience was to be taken literally, but after doing some research I found that the general belief is Molly was hallucinating after eating poisonous berries. Yet after learning this I still feel there is more to Molly’s visions. What she experienced felt so real, and I’m skeptical that a young child would so cheerful write about eating a human even if she wasn’t in a normal state of mind. This dissonance in interpretation is what I believe truly makes What Remains of Edith Finch a work of art. By intentionally leaving so much of its narrative, events, lore, history, and outcome open to interpretation, players can’t help but continue to think about the game even after their time playing it is over.

Over the course of human history, a plethora of aesthetically pleasing visuals have been produced, and now more than ever people have access to works of art. Whether it is by a Renaissance master or an Indie game studio, most people can claim that they have experienced “art”. Despite this, if you were to ask a random individual on the street or in a chat room to name the title of their favorite artwork it might take them a minute or a quick Google search. We are surrounded by beautiful yet forgettable images. This is true of video games as well as more traditional art forms. Most games available today would fall somewhere in the range of looking “good”, but the ones that will be looked back on as pinnacles of art history are the ones that make us think. This is why What Remains of Edith Finch is art. It leaves things open to interpretation to force the player to think, and thereby staying in their mind long after the game has ended. Like other great works of art before it, What Remains of Edith Finch leaves a lasting impression on the audience.

What Remains of Edith Finch is available on Steam: https://store.steampowered.com/app/501300/What_Remains_of_Edith_Finch/

Sources

What Remains of Edith Finch. West Hollywood, CA: Annapurna Interactive, 2017. PC.

Exploring Character Design: Paper’s Please

Welcome to the first of a series of posts where I briefly analyze the archetypes and design choices of video game characters. In this installment we will examine some of the characters from Papers, Please.

Protagonist: The Inspector

Archetype: Anti-hero and Everyman

While there are several factions the player can have the Inspector side side with, at the end of the day he will be acting in his own self-interest. The Inspector is a simple bureaucrat whose just trying to make a living and not get on the wrong side of the government. He’s not actively trying to do good, he’s just following orders. Even though his actions can have larger implications, the Inspector is still just a regular human, lacking any special powers and unprepared for what’s to come.

Design

We do not see many images of the Inspector, but in the ones we do he comes across as a bland ordinary citizen. There is nothing remarkable about him and his only power is to approve or deny entry for people crossing the border. He is a blank slate visually, only being shown as a hulking shadow sitting down at their desk and once as a highly pixelated grey image. This allows the different choices the player makes on his behalf while playing the game more believable, as there is not much visual pre-establishment of what he would do if not being controlled by the player.

Antagonists: M. Vonel and Dimitri

Archetypes: Superior and Opposing

Both M. Vonel and Dimitri fall into the superior and opposing antagonist archetypes. Although they do not belong to the same government agency, M. Vonel and Dimitri rank higher then the Inspector in the internal government pecking order. It is also the job of each of them, albeit by different means, to monitor the Inspector. This can lead to them acting as opposition to the Inspector if the player’s goals do not align with theirs.

Design

The colors used for M. Vonel are blue and black. This creates the interesting effect of being scared (black), while also feeling an uneasy calm (blue). His presence becomes further intimidating by not being able to see his eyes, as they are blocked by glasses. His attire and mustache also remind the player of a Nazi, adding to his terrifying yet authoritatively serene demeanor as a special investigator for the Ministry of Information.

Unlike M. Vonel, Dimitri initially has a warmer, more inviting style. However, soon after the player first interacts with Dimitri it is clear that he is not there to be your friend. The true meaning of what his red attire is meant to convey becomes clear: not warmth, but anger and danger. As the protagonists’ supervisor, Dimitri has the power to reduce his salary or terminate his employment.

Conclusions

Although most of the characters encountered in Papers, Please are randomly generated, the ones that are consciously designed display choices that are intended to reflect their role and influence the mood of the player.

If enjoyed this post, consider checking out my review of Papers, Please.

Papers, Please is available on Steam: https://store.steampowered.com/app/239030/Papers_Please/

Sources

Papers Please. Lucas Pope, 2013.

Image Sources

https://papersplease.fandom.com/wiki/Inspector

https://papersplease.fandom.com/wiki/M._Vonel

https://papersplease.fandom.com/wiki/Dimitri

Trikaya: The South Asian Inspired Puzzle Game I Didn’t Know I Wanted

Trikaya title screen. Screenshot by author

There is so much I liked about Trikaya I frankly don’t know where to begin. I suppose an overview of the game’s story would be as good a place as any to start.

Upon entering a mysterious temple, the player spies a McGuffin containing four jewels. As soon as the player approaches this item, the jewels fly out of it and hide themselves within the temple. Then starts the meat and potatoes of the game: finding the jewels and using their powers to navigate through the temple. That’s all well and good standard video game stuff, but it’s not why I enjoyed Trikaya. Where this game really shines is its South Asian-influence.

The four jewels. Screenshot by author

The temple itself is a beautiful fantasy re-imagining of Indian architecture. The towers that loom around the maze-like temple bring to mind Moghul forts, and the vibrant colors of the wall murals are reminiscent of North Indian paintings.

The Red Fort, Delhi
A painting in the Phad style, one of a number of Rajasthani painting styles

The core of Trikaya’s gameplay is puzzles. To complete the game the player must secure three of the four jewels. These jewels align with the elements Wind, Earth, and Fire. Each of these jewels allows the player to cast spells that impact some of the objects in the temple. At first it was somewhat confusing keeping track of which spells did what, as some objects can have more then one spell cast on them, but the spell effect it in different ways. I eventually embraced this as part of the game’s challenge. There is no time limit placed upon the player, so the challenge comes from figuring out what interacts with what, and which objects should be used in what way in order to advance. Due to most elements of the environment being some shade of orange or brown, there is also a degree of “hidden object” style gameplay involved. Carefully looking around the temple, I felt a sense of accomplishment whenever I noticed an interactable object. Hints are also given to the player in the form of the aforementioned murals. I simply love this as a way to guide the player. Note only is it simple yet effective, but it also adds to the worldbuilding. When examining these visual aids, I could sense the ancientness of this temple and the mystery of what happened to the people who came before me.

One of the instructional murals in Trikaya. Screenshot by author

Even though the route the player takes through the game is a pre-determined linear one, the turning passageways and various elevations traversed gives the feeling of being lost, but in a good way. Think of the feeling you get wandering through a nature trail or roaming an abandoned beach. The warm orange walls that surround the player create an inviting yet mysterious mood. There are just a handful of objects that can be interacted with, allowing the player to not constantly be on the lookout for something to control. Yet instead of this making the game feel like it’s lacking elements, it creates a casual, almost walking simulator-esque mood.

South Asian influences continue to be lacking in video games, so I hope other game designers take note of Trikaya. Until the triple-A games industry realizes that there is more to life then medieval western RPGs and military inspired FPSs, I will continue to enjoy Trikaya’s delicious content of magic, puzzles, architecture, and elephants.

Trikaya is free to play on Steam: https://store.steampowered.com/app/1410870/Trikaya/

Sources

Trikaya. Dallas, TX: SMU Guildhall, 2021. PC.

Images

Festive Celebrations 1. Unknown. https://www.artzolo.com/traditional-art/festive-celebrations-1?

Red Fort- Closer view of the top part of the gate above the Meena Bazaar. Delhi, India. Dennis Jarvis, 2007. https://commons.wikimedia.org/wiki/File:India-0037_-Flickrarcher10(Dennis).jpg

Trikaya Screenshots by author.

Why Saving Style Matters – A look at Outward

Saving can be an important mechanic in exploration heavy video games. The main purpose of exploration video games is self-explanatory – to explore the game world. This is often spurred on by interesting landmarks, quests, non-player characters (NPCs), or lore. That said, not all exploration games handle saving the same way. Some systems of saving are better suited for exploration gameplay then others. An example of a saving system not well suited for exploration games can be seen in Outward, a role playing game with a heavy emphasis on exploration.

Saves occur in Outward when a player enters a new area, such as a city, building, or overworld. There is no option for the player to save their game progress in the middle of exploring, battler, or other in game activity. While this is not necessarily a bad system, I found it influenced how I played the game, and not in a good way. In my first playthrough of Outward shortly after I exited the tutorial stage I approached two mundane looking NPCs on the main road, who promptly attacked me and took me to their hideout. After several failed attempts I finally escaped the hideout, only to fall victim to a trap set on a promising looking bridge. Having learned my lesson from these misadventures, when I next set out to explore the world I was much more cautious. I did everything I could to avoid anything that moved, appeared to be infrastructure, or looked more interesting than a static piece of set dressing. Even if a creature looked easy I stayed clear of it, I had learned my lesson the first time. I acknowledge that this seems overly cautious of me, and in games where I have more control over when I can save I am much more daring. However, considering the amount of time I spent getting from one area to another in Outward I did not want to risk dying and having to retrack through everything again. This cautiousness made playing the game much less interesting and noticeably less fun then games where I had the security of quick saving. It felt like there was less I could do without risking wasting a half hour of exploration.

Two cool looking locations, neither of which I risked visiting.

There are good games that feature both exploration and a save system similar to Outward. That said, some of these other games, like The Legend of Zelda: Ocarina of Time (released in 1998), have such a save system due to the limited technology of their time. Outward (released in 2019) does not have that excuse. With quicksave options being a common (and I would argue beneficial) feature of many modern games, I remain baffled why Outward would choose to use the save system it did. It does not encourage the player to explore and hinders their confidence when interacting with enemies. I’m sure some will say that I was being a wuss and should have just taken the risk, and maybe they are right (everyone is entitled to their opinion). But with only so many hours in a day, I do not want the time I’ve invested in a game to be wasted by an ill-fated encounter with a knock-off chocobo.

Does Square Enix know about this appropriation?

Sources

Outward. Nine Dot Studio, 2019. PC version. Video Game.

The Legend of Zelda: Ocarina of Time. Nintendo, 1998. Wii version. Video Game.

All screenshots taken by author.

Papers Please or: How I Learned to Stop Worrying and Love the Bureaucracy

There is a saying: “one person’s trash is another person’s treasure.” I feel an adjusted version of this proverb could accurately describe my time playing Papers Please: “one person’s nightmare job is the same person’s dream.” You see, I am an ex-bureaucrat. For a year and half I worked as a paper pushing, permit checking, document stamping permit intake specialist for a county level Planning and Development Department. Yes it was just as boring as it sounds, and yes I am quite glad to be out of there. However, I cannot deny there is something I still find viscerally satisficing about a perfectly stacked, stamped, stapled, and checked pile of paper. This is one of the reasons why I enjoyed Papers Please, a game that can best be summed up as a Cold War Communist Bureaucracy simulator. Considering the popularity of Papers Please, I assume I’m not alone in feeling this way, but why?

It’s highly unlikely that all the 34,000 plus people who have given a positive review of Papers Please are recovering paper pushers. As I thought about it, I realized that the less than desirable aspects of my job which I previously described are not exclusive to permit specialists. So I assumed that at least some of the other players also have or had a real life job that somewhat parallels their role in the game. However, the question still remained as to why these people found the game enjoyable. After pondering it, the best answer I could come up with is simply Papers Please is a game, and games are something we willingly do with the intent of having fun. When we enter a game’s “magic circle” we know that we are abiding by it’s rules because the end result is fun. (Fullerton) This is in contrast with most jobs, which in a way involve entering a different type of “circle” (e.g. there are rules, accepted behaviors, and tasks that need to be completed). At a job things are done willingly but not primarily with the intention of having fun. It would seem that the main difference between Papers Please and a real life job would be that we go into one with the goal of having fun and we go into the other without trying to have fun.

As weird as it sounds, the ability of Paper’s Please to turn an unpleasant aspect of life into an enjoyable game is a skill I would like to emulate. So often in real life we get annoyed or stressed out by tasks that are tedious. By showing players that the same constraints they are put under at work can produce an enjoyable experience may help make those real life situations less stressful. At least for this player, should I ever find myself working a less then pleasant job in the future, I’ll try to channel some of the same intention for fun I had going into Papers Please.

Sources

Fullerton, Tracy. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 4th ed., Taylor & Francis Group LLC, 2019. PDF.

Papers Please. Lucas Pope, 2013.

The Maps of Among Us: Glitches or Gameplay?

This past week I finally got around to playing the most recent game to blow up in the popular consciousness, Among Us. After playing it for a couple hours with some friends, I could easily understand why it has become so popular. There are many things that make Among Us enjoyable, from the social aspect of players debating who the killer is, to the satisfying minigames the crew must do to perform their tasks. However, what I want to focus on in this post is a feature of Among Us I am less then thrilled with: its map.

This is fine.

To clarify, I have no gripe with the layouts of the three Among Us maps. I found them to be delightfully diverse in terms of layout, tasks, and theme. My beef with the maps is related to what could described as their “glitchy-ness”. For example, when a player is going down a hallway it easy is for them to overlap with the wall border. This can sometimes make it seem like the player is coming out of nowhere or acting in a strange way, leading to misinterpretation from other players. The goal of Among Us is to identify who on the ship is the Imposter, which is commonly done by claiming the person believed to be said Imposter is acting suspicious. To test this, I jumped on a random server and purposely maneuvered in a way where my character glitched with the wall. I was not the Imposter, but several other players claimed I was due to how the glitching occurring between my character and the wall (their reasoning was it looked similar to when the Imposter “vents”, a technique that allows them to teleport around the ship).

A close up of the player character overlapping with the wall. This is not as fine.

Some may argue that situations such as this are not a bad thing. Misinterpretation, false signs, and dubious claims are some of the bread and butter of Among Us, so what’s the harm? While I understand this line of thinking, I don’t feel it makes sense to justify such an obvious glitch by saying it’s a necessary part of gameplay. Granted, sometimes glitches in games can be fun and it’s ok for a community to (more or less embrace) them. In my opinion, where things start getting sticky is when glitches start to mingle too closely with the essential aspects of a game. Consider what would happen if the Among Us team released a patch that adjusted the walls so players could not clip over them. It would remove the dynamic I previously described of falsely interpreting (intentionally or unintentionally) an innocent players movements, taking away gameplay. Glitches can be fine to have in a game, but developers need to be careful they do not become too intertwined with the game’s important intentional aspects.

Sources

Among Us. Redmond, WA: Innersloth, 2018.

All screenshots taken by author.

The Call of Karen: An Entertaining Eldritch Endeavor

In preparation for the ending of season 1 of HBO’s Lovecraft Country, I have been searching for something to fill the Eldritch hole that is about to be in my life. While it is definitely more humorous than traditional Lovecraftian media, The Call of Karen seemed interesting enough for me to give it a try. Although there are several technical drawbacks, which is to be expected of an indie free to play game on Steam, The Call of Karen contains several endearing and entertaining features.

Despite the ever-approaching menace of a Cthulhu-esque entity, The Call of Karen is mostly a comedy. The player’s avatar is a 1950’s housewife named Karen who must carry out various mundane household tasks, all while a sinister presence infiltrates her home. However, it is not the supernatural scares that get Karen down, instead it is society’s underappreciation of her role as a homemaker. This is displayed several times early in the game, primarily through Karen’s underwhelmed and disgruntled reactions to things she hears on the radio.

Example of the radio program Karen listens to. Screenshot by author.

In addition to Karen’s lack of concern for the approaching evil, there are also several small touches to the environment that add humor. For example, one of the books the player is tasked with putting away is titled “Your Nuclear Family: no not that kind of nuclear” and is written by a Jane Strangelove. In this one game object alone there are numerous references (i.e. the perfect white-cisgender suburban family, reliance on nuclear power, and arguably the best satire of the Cold War ever made) that reflect the post-World War II aesthetic that permeates the game. I could have easily spent the entire duration of my gameplay examining each object for Easter eggs. This is something that I feel is important for games to have, but is not present as much as it should. Not only does it help with worldbuilding and immersion, but it also shows that the creators of the game cared enough to add such little details. It gave me the sense that the developers enjoyed working on and really cared about the game. This is something I rarely feel when playing video games, but that I hope to instill in the games I make in the future.

Part of a screenshot by author.

Sources

The Call of Karen. Worcester, MA: Trumbus Games, 2020. Video Game.

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