We know little about Socrates. We know even less about Xanthippe, the second wife of Socrates. And yet, here is a story that imagines their last romantic night together before the esteemed philosopher took the hemlock.
As historical fiction, it teeters on the edge of implausibility. As an homage to the philosophy of Socrates, it is deeply Platonic and not very Socratic. But as a fantasy that disrupts our popular notions of the past, it does the job quite well.
On the Dedication page, Gijsbers writes that we'll never know who Xanthippe is or what she's like. However, it is possible to "complicate our idea of her; reimagine her; give her a voice that is necessarily our own voice." Putting on the mask of Xanthippe (and Socrates by extension) in the theater of interactive fiction brings them back to life and lets us "dwell in possibility". They speak with our voices, of course, but "the dead do not resent us." Instead, they will recognize this dialog between Xanthippe and Socrates as necessary "for our sake".
Keeping in the spirit of relevance, the game revels in our current vernacular of love-making: Xanthippe calls Socrates her "big man" and may choose to stroke his cheek. She wants to fulfill her marital duties and the player can make her pounce on poor Socrates. It is no wonder then that Gijsbers's version of Socrates often shudders at her actions. Grumpy at first glance, he is actually vulnerable to Xanthippe's sensuality. He becomes apologetic after a fit of rage and even uncertain of his own beliefs when he talks to her -- a far cry from the popular image of the individualistic Socrates from Plato's Apology. But it's also later revealed that (Spoiler - click to show)both characters lead adulterous lives because they can't help it. Socrates even gets a feminist lecture from Xanthippe about the sex workers he's involved with because they might not be consenting figures. As a result, their relationship has the baggage of most contemporary amours, but they choose to stay together in Socrates's final hours. Their love transcends time and space itself. I imagine their affection is strong enough to melt even the most stoic of hearts.
This is only possible because we have a rigid conception of the Ancient Greek world. We read in Plato's Phaedo that Socrates drinks the hemlock because he believes in his own philosophy and is first and foremost an Athenian citizen. A simple shift in this narrative changes everything. Socrates is not the ubermensch of Platonic philosophy in this story; he is someone who loves Xanthippe in his own way and he owes his life and death to her. Everything in Phaedo, from the Forms to the immortality of the soul, is attributed to his love for Xanthippe. She is his muse and, echoing Stephen Granade's romantic masterpiece of age and death, he "will not let her go". This work reframes everything we know about Socrates and his philosophy into a love ode for Xanthippe.
It's ahistorical and improbable, but the fantasy in Xanthippe's Last Night with Socrates is so strong that I want to believe in it. Those amorous embraces between those two characters we'll never know feel so real to me because I know it's fiction. The dialectical tensions between anachronisms and the quasi-historical details only speak to a higher understanding on why the love of wisdom feels so empty.
Perhaps, Socrates never loved Sophia. Xanthippe is a "horny cow" who sees Socrates as a "beast" that knows how to make her feel good. She's a far more beautiful figure than wisdom herself.
I'm always fascinated by puzzle Twine games with inventories because there's the obvious question, "Why not parser?", that lingers in the background. Many answer that question differently -- and with this game, there's several reasons but one particular reason stands out the most: it evokes transient, elliptical connections that remind the player is never fully in control, which is perfect for a story like this.
Your player character is packing up things in the middle of the night. Scattered around the apartment are photos of the past, of what felt like better days now long gone. But as the player mindlessly clicks hyperlinks to figure out where to go next, they'll (Spoiler - click to show)stumble upon three poets in a cafe who cryptically ask them to consider (and interact with) some old history between the player character and someone whose name is obscured. There, the game finally opens up and reveals its true self, a meditative journey on the meaning of memories and what to do with them in the face of necessary change.
As I played through the game, I'm reminded of Amanda Walker's After the Accident and especially Steve Evans's Photograph: A Portrait of Reflection as both games explore flashbacks as interactive spaces and are relatively puzzleless. However, The Gift of What You Notice More takes a more dream-like puzzle game approach: it has light adventure game puzzles that border on the surreal. These memories are to be puzzled out, grasped, shaken to their fuller meaning by the player character. They are, in other words, allegories that only make sense to this character.
I think this is the main reason why this game has to be hypertext. In parser games, you have a direct connection to the player character because you're typing their actions. Clicking on links feels more detached. The player character in Twine games always feels more autonomous than their parser counterparts. Some decisions we as players make in the game feel life-changing, but we won't see their results. Their consequences are secrets only known to the player character.
As a result, the title was more of a spiritual journey for the player character than the player, despite it being written in second-person. It feels like I've just played through someone's dream-diary except it's lightly dressed up as an adventure game. This is likely why I couldn't connect with the player character, but at the same time, it felt good to help them achieve their goals. The game itself is therapeutic for the character and their resolution to change things resonates with me.
That said, I don't think the puzzle design is perfect. My issues boil down to two things:
(Spoiler - click to show)1) You have to keep going back and forth between the poets and the photos in order to advance the game state, which can be quite cumbersome.
2) I came into the game assuming all the puzzles in each memory are internally solvable, but some puzzles require items that are only acquirable in a future game state. It's frustrating to advance a puzzle so far only to be confused why I haven't found the next step. In the end, I ended up following the walkthrough, which is a shame because I was enjoying the strange puzzles.
But overall, I like The Gift of What You Notice More because it's simply an uplifting game that inspires and soothes. While I've seen the subject matter played out before in different contexts, its use of hyperlinks and allegorical constructions of memory evokes the relatable tensions of uncertainty, powerlessness, and the necessity to change. I came out of the game feeling like I had just helped someone untangle their feelings, and that's not an experience I get to have in games every day.