Adapted from a SpringThing26 Review
Played: 4/21/26
Playtime: 10 min, 2 chars x2 personalities
“Welcome to the rest of your life, Mr. Menfer.”
That quote from Exchange presents as a mic drop moment, doesn’t it? In isolation like that, it can’t help but beg the question ‘is it earned in context?’ Don’t worry, it’s kind of my job to explore that, and if have my measure you know you’re going to get PARAGRAPHS of answer.
Exchange is a choice select work set in a near-future medical facility. I am loath to expose too much of its sci-fi conceit which anyway is kind of tangential to this first Act of a work. The piece is billed as Act I of III, and as you might expect is mostly used to establish characters and background. All of it in service of a narrative that promises to explore (Spoiler - click to show)billionaire privilege colliding with (Spoiler - click to show)underprivileged resentment. I mean, I am totally here for THAT.
It presents as a dual narrative, letting us play as both doctor and patient. It further lets us characterize each of those along the “well-meaning → @sshole” axis. This is a very interesting choice architecture. As far as I can tell, neither of those choice-chains influence the narrative directly (not in THIS Act anyway), but they very much shade the narrative with divergent characters and motivations. You can basically construct 4 separate narratives by permuting the two characters: 2 mirror image “good guy v bad guy” configurations, a cynical “dual-jerks” tale, or perhaps a tragic “dual-angels trapped in unfeeling system” one. It’s an interesting approach where the EVENTS are the same, but the characters the player creates are so different as to mold the story around them, thematically.
Learning that this is part I of III really sets some expectations here. For one, this act is pretty short, at least in a single runthrough. If the subsequent acts are to scale, this will end up being a blindingly fast narrative. My initial impulse is that it couldn’t possibly achieve its goals on this extrapolated time scale. That’s probably an unfair take though. The author is under no obligation to make the Acts symmetric, so perhaps this line of thinking is misguided. It also presumes things about the narrative I have no true insight into. Granted it wouldn’t be the FIRST time I wildly attribute a dire future on the thinnest of justification. Maybe I won’t do it here? Yet?
More interesting is the tension this structure sets up. In a (very) short Act I, practically a prologue, the degree of difficulty in enabling those four narratives is not SO high. It is still a noteworthy accomplishment, but it’s kind of like a free throw or an unchallenged layup. It’s one thing to ESTABLISH character and motive. It will be another challenge altogether honor those choices in a fuller narrative, where they might be expected to influence the plot directly.
Then too, there is the meta-narrative expectation. This is not four separate stories, this is a single work encapsulating the four. Yes, branching narratives CAN represent unrelated stories, customized stories if you will, where the intended experience is a single playthrough that honors player choices. This work though explicitly begs you to replay, presumably to at minimum see both principle actors. By opening that box though, you are also invited to plumb the permutations. Which then begs the question, “Will there be an over-arching meta-narrative that somehow unites these permutations into a larger statement?” How cool would THAT be???
Through those lenses, I found this to be a very effective opening. It set up stakes and conceits that are inherently in my wheelhouse of interest, compounds it with a challenging narrative structure that I see more pitfalls than reward. This is the perfect setup to surprise and delight me! It’s like having our hero dangling by a vine over a steep precipice. It was a fun romp to see them get there, and now HOLY COW HOW ARE THEY GOING TO GET OUT OF THIS???
So is the mic drop justified? All depends on whether the next two acts can turn a free throw into a buzzer-beating, game-winning three pointer. For sure the game is compelling enough not to stop watching at halftime.
Spaceship: Tardis (because.. DOCTOR…)
Vibe: Multiversal Medicare
Polish: Gleaming
Gimme the Wheel! : If this were my work, I would address one thing more explicitly. As a billionare-v-commoner narrative, I think the work needs to do a little more to establish that the DOCTOR is taking the commoner role. Today’s world places medical professionals closer to billionaires than the rest of us (in esteem, if not financially). The seeming goals of the piece might be better served to show why in the near future this is not so. I mean the corporatization of Hospitals and Health Care provides a ready-made path to this.
Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.