Absurdity
sees its best comic effect when it opposes the non-absurd. It’s the principle
behind the comedic foil, and it’s the reason why you have
characters like Michael Bluth in Arrested
Development acting normally while everyone around them gets silly. (A show following
Michael on his own would be tedious, but so would one that ignored Michael and
only followed the rest of the family.)
Traditional fiction can have a comedic foil perform two functions, providing someone for the audience to identify with and using that character to balance out absurdity elsewhere. Interactive Fiction doesn’t have that luxury — how can you tell whether the player wants to be a normal person navigating the chaos or the zany character causing the chaos?
Two different games from Damon Wakes offer a chance to try out both of those roles: GUNBABY and Lovely Pleasant Teatime Simulator. (You shouldn’t need more than fifteen minutes to go and enjoy both of them now if you want to avoid spoilers ahead.)
Lovely Pleasant Teatime Simulator is described as “the finest
competitive text-based tea party simulator in all the world.” Its finery is
evident from the first screen:
Presentation details establish that this will be a nice teatime, it will be pleasant, and everything is expected to
be normal. Obviously, the player is
going to change that.
The game’s early choices feel weighted with significance because
it looks like specific protocol must be observed. Cream first, or jam? Do you
correct a mispronunciation, or ignore it to be polite? Will your ignorance be
the reason why this social gathering turns ugly? And what will happen when it
does?
The player gradually learns that Teatime Simulator is serious
about keeping things lovely and pleasant, and the initial choices are less
important than they appear. The other guests are unfailingly polite, and it’s
not possible to disrupt the stable equilibrium of this gathering through a
minor breach of etiquette. Something more extreme will be required.
You may even have to mention Brexit.
The player’s score, counted in “points” that aren’t linked to
anything meaningful in the game, increases as long as the simulator continues
without interruption. (And the encouragement to share those scores at the end is
a clever bit of embedded
discoverability.)
The other characters in the game are determined to keep things
pleasant, and tension develops over time as the player is shown increasingly absurd
choices for disrupting this elegant social gathering. The desire to see what
happens is pitted against the satisfaction of a high score, and the stakes
increase every turn.
GUNBABY is the opposite of Teatime Simulator, putting the player in a situation on the brink of disaster.
Can you protect a city being menaced by an unstable, heavily armored
cybernetic weapons platform? It has to run out of power eventually, so the
player is only asked to maintain order for a specific amount of time. Not only
does the game last for a set number of turns, it can end early if the player’s
choices fail to stop Officer Giggles from causing a wide swath of destruction.
GUNBABY makes it clear that a heavily armed toddler is a bad
thing, and the player is encouraged to prevent the worst from happening. the
scoring system is directly linked to the action in the game, making it clear that
the player is failing to prevent crimes, allowing casualties to happen, or
causing property damage worth hundreds (or thousands) of dollars.
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