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Sways of an artist's delicate spirit. An 82 year old sculptor with no achievements to his name or a penny in his pocket now seeks to make the masterpiece of his dreams before his life fades.
Content warning: Occasional profanity
63rd Place - 29th Annual Interactive Fiction Competition (2023)
| Average Rating: based on 19 ratings Number of Reviews Written by IFDB Members: 9 |
The Sculptor is a brief narrative regarding age, art, and commercialism. You play a sculptor facing, on the one hand, a final assignment you hope will be your masterpiece, and on the other hand, money pressures from “the suits.” These are timeless themes with roots in antiquity, and this briefly told story hits all the expected notes.
One of the more successful aspects of this brief game—it’s listed as requiring fifteen minutes to play, and that was my experience—is that it strikes all those notes in such a short span. There’s only a brief page of two of language before the first suit arrives with her ultimatum. From there, the sculpting begins, and with it ruminations on age and the purity of art and the money pressures the artist is facing. The Sculptor is a reflective piece that uses interactivity to expand the ruminations, rather than having the player run around from place to place, or choosing who to talk to and where. That’s not a poor choice for a character who spends hours at a time before a cold block of marble with chisel and hammer in hand.
It’s a Texture game, and its interactivity is in the form of verbs at the bottom of the screen drag-and-dropped onto highlighted words in the narrative. This action serves to either expand the existing text or take you to another page in the story. I’ve played a couple of Texture games in the past, and I’m not particularly drawn to the user experience. It’s a personal peeve, and by no means the fault of the author. The more successful uses of this scheme is when the activation of a highlighted word expands the paragraph with more details, as though I’m filling out the story as my curiosity leads me.
Ultimately, I wasn’t enthralled with the poetry of the prose, which felt awkward in places and overwrought in others. The need to elevate every observation felt like it was keeping me away from the main character and his situation, rather than close to it. The poetry was all but shattered when the artist and a cohort began using expletives to describe his bind. I’m not against salty language, but it did knock some of the air out of the grandeur the author obviously worked hard to build up.
None of this is fatal to the game’s execution, but I was left wanting. I hoped for more concreteness when it came to the sculpting: Working with the marble, the arthritis in the artist’s hands acting up with each chip cut, the hours on a ladder covered in stone dust. The Sculptor could have been about painting or clay pottery with only a few changes to the prose. What makes a sculptor a sculptor?
The final decision the player must make was not a surprise at all—any story about art and commercialism must build to such a moment. Unfortunately, The Sculptor doesn’t stray far from expectations when it rings this note, either.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
The randomizer, ever playful, gave me two short Texture games in a row. Like Lonehouse, this one’s also a deeply interior portrait of a person in the throes of powerful feelings, and also boasts a fair bit of awkward writing. It does have a clarity of purpose, though, and some arresting images, as it tells a story of one old man’s obsession with completing his sculptural masterpiece, while it manages to use the sometimes-awkward drag-verbs-onto-nouns Texture interface fairly intuitively; for all that it does have real merits, though, it seems to endorse a rather narrow understanding of the role of art, which limited the effectiveness of its climax.
While The Sculptor doesn’t offer a lot of biographical details about the main character, it does give you enough to understand his situation. His aspirations towards artistry have been frustrated for decades, first by an unsupportive father and then his lack of money. After a lifetime of menial labor, though, he’s finally been able to save up enough money to purchase a block of marble, so that he can have one last chance to create a magnum opus. Complicating matters, he’s also deep in medical debt due to a hernia surgery – the collections agency representative, though, seems intrigued by your work, and might accept your masterpiece to discharge the debt, and their display of such a remarkable piece might even help make your name famous…
This is a straightforward plot, but it’s enough to support the game’s short runtime. And there are a few places where the game offers some optional social engagement with your old boss, or lets you contemplate what you’re trying to achieve, which enriches the otherwise-straightforward narrative. Mechanically, you’re usually given one or two more passive or reflective verbs, and one that’s more active, so it was typically clear which options would deepen the current scene and which would move on to the next bit of the story. On the flip side, the prose is often wonky, but does mix in some moments of real power. Here’s a bit where you consider the sacrifices you made for art that shows off both these aspects of the writing:
"The days you scavenged your intact pockets, counting what to spend so you could put the rest away. The nights you slept in hunger’s bed, the winters of wet socks and tattered shoes you wore with pride, and the dear family you loved — children and wife you chose not to have lest they too would choose to put the rest away."
There are also a few images that just land, with no caveats needed, like this description of the marble block you’ve paid for with your life’s wages:
"That is your whole life, you explain. Where every little coin you saved went. You struggle to admit that every chip you break from it is a year thrown away."
I did find the game tottered a bit at the finish line, though. After you complete the masterpiece, the collections agency people return, and you’re confronted with a climactic choice, which are literally labeled as either “Sullied and Impure” – you let them have the sculpture, clearing your debt and bringing you worldly fame – or “Refined and Preserved”, where you take a hammer and smash the sculpture to bits before their disbelieving eyes. This is not an especially nuanced look at how artists are cross-pressured between commerce and integrity!
This could work, I suppose, as an allegory of various artistic dilemmas, but the rest of the game has too many specific details – like the whole hernia surgery/medical debt plotline that sets up the choice – for it to easily function as a pure philosophical statement. At the same time, it isn’t sufficiently grounded to really engage with the questions of artistic production under capitalism; like, if he has the medical debt because he was uninsured pre-Obamacare, that lands differently than if he lives in a state that’s stubbornly refused to expand Medicaid for obscure reasons of political fealty. Similarly, the game seems to posit collections agencies as well-funded, classy operations akin to Fortune 500 corporations or law firms, able to shell out big bucks for art and promote it in such a way as to ensure your reputation.
This matters because throughout human history, artistic production has been embedded in webs of economic exchange and patronage – especially capital-intensive forms like marble sculpture – so the simple art-for-art’s-sake philosophy the game endorses seems about as substantive as someone yelling “no sellouts” at a Jawbreaker show. Like, creating a great work of art is rewarding in and of itself, sure, but quarrying rock is not an especially fun job, and the people who cut it into regular blocks often die of silicosis. The myth of the lone, tortured artist creating at the margins of society is largely an invention of the Romantic era, but it’s telling that the people actually doing the creating back then were primarily white male aristocrats or members of the haute-bourgeoisie. The Sculptor seems to interrogate that myth by seeing how it applies to someone with dramatically less economic privilege – but it can’t quite bring itself to reject this inherited narrative.
The Sculptor is a pretty short interactive story about the artistic dilemma of creating for the sake of creating and essentially selling out, through the lens of an older man yearning to create his Magnum Opus before it is too late. Through a fairly poetic prose, the man reflect on his gifts, the process to get to the finished state, and that dilemma.
With a focus on touch-related imagery, the entry does a fairly good job at describing the tedious, and often painful, but fulfilling process of creating art. Its poetic prose engages to see creative endeavour as more than the final product, but all the acts, the efforts, the sweat, the tears that made it happen. I was particularly touched by the yearning of the old man to accomplish one last piece, fulfilling his dream, before meeting the inevitable.
Though it is a major point of the story, I did not find the dilemma quite satisfying. The question itself of creating for the sake of creating or to be able to survive has been debated almost ad nauseam, without much of a new or fresh angle to it. It also felt like the Sculptor’s position was clear: not preserving the art from being sullied through transaction would tear his soul.
Another thing that felt strange was placing the time period of the piece. The cover art and starting prose suggest a Baroque or maybe Romantic period, while the dialogue from other characters would place it in a more modern time. It would not be too surprising to learn that the sculptor’s sensibilities were tuned to older periods, being maybe even detached from reality due to his age or current state. An angle like this could have helped bridge the gap, I think.
Games with detailed descriptions of art works by Greg Frost
I am looking for games which use the literary technique of ekphrasis: "a vivid, often dramatic, verbal description of a visual work of art, either real or imagined" (Wikipedia).