Your World According to a Single Word

by Kastel profile

2023
Surreal
Twine

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Review

1 of 1 people found the following review helpful:
Word world, October 23, 2024
by Mike Russo (Los Angeles)
Related reviews: Review-a-Thon 2024

One cool thing about the review-a-thon is that it seems like a lot of the games were entries in jams or events that passed me by, so it functions as an anthology of sorts, providing a little taste of a wide range of flavors. Your World is from 2023’s Bare Bones Jam, whose operating constraint was that entries had to stick to their system of choice’s default visual styling. This is obviously far more interesting for choice games than parser ones, so fortunately that’s what we’ve got here, a Twine game in that glorious black-background-white-text-blue-links palette we all know and love.

I’m not sure whether many other entries in the jam justified their minimalist presentation diegetically, but Your World does, and with a doozy of a concept: the game presents itself as written by a sentient word, who swapped places with the author for a month, in order to communicate its experiences and reflections after leaving its text-based world for our own. With the clock ticking on its sojourn, and after an abortive attempt to learn Inform, it makes sense that the word wouldn’t be wasting time with fripperies.

There’s a certain irony to that choice, however. You see, one of the central things the word wants to share is exactly how much better rich sensory experiences are than mere text. The early section of the game, where the word explores the author’s apartment, is dominated by an overwhelming intensity of sensation:

"The noise from the AC was blaring, the brown light coming from the bulbs in the room hurt me, and the smell of the carpet – god, it must smell normal to you, but I could smell the mustiness. I tried to breathe for the first time and the dust in the air choked me."

The word is eager for all of this: there’s an entertaining bit where it opens the author’s dresser and lists each and every garment there, focusing on the color and texture of every one (there’s also a fun running joke where it keeps expecting green things to smell like grass – capped off by a heck of a punchline when the word eventually does make it outside). But despite the clear pleasure it takes in all this, the word is no mere sybarite; no, it has philosophical and ideological reasons for rejecting its textual origins, riffing on Wittgenstein to critique the naïve idea that words have distinct meanings, and continually arguing that mere text is too imprecise and too abstract to full communicate the quiddity of experience. Images, especially moving images and moving images with sound, are the word’s beau ideal:

"I want to be free from words. I want to be the gestalt that captures all the sights and sounds of everything around me. I want to live up to my ideals, not just be a word association game."

I mentioned that the choice to present this ode to splendor in the ugliest imaginable format is an ironic choice, but to an extent the whole game undercuts itself. Look at its structure: it opens with an incredibly zoomed-in look at a single room, with hyper-realized, fractal detail, then skips over a whole romantic relationship in only a few sentences. And almost every single sequence features description that foregrounds smell, taste, and a subjectivity around color and sound that would be near-impossible to communicate in film, at least without near-constant, plodding narration. The bit where the word stumbles across the IF Top Fifty and is horrified is just the cherry on top – what better way to prompt an IF audience to view the word as an unreliable narrator?

It’d be easy to dismiss Your World as a self-satisfied joke about the superiority of text-only IF, in other words – all the more so because there really are some great bits here that only work in text, like the word feeling “like serifs [are] coming out of me” when it starts sweating from a fever, or accuses the color gray of being “like a half-assed word… something like ‘implicative’.” The final reveal of what the word actually is also earned a guffaw. But I think there’s more going on here. For one thing, the word is self-aware enough to anticipate the most obvious objections to its position:

"I know what you’re thinking: I’m just some word that’s in love with anything that isn’t text; anything that is reminds me of my own weaknesses."

And is capable of acknowledging the ways that words alone can be effective:

"I think there’s something to be gained by trying to communicate – even within this broken and flawed system.

"At the very least, it’s easy to write something in text."

This combination of sincerity and irony is very contemporary, of course, but I think it’s also apposite to what the game seems to me to be getting at: all the different media at our fingertips have their limitations and their glories, and though the specifics of our experience may make one more appealing than another – indeed, just as the word rejects the markers of the textstream where it came from, by negative inference perhaps many of us are so drawn to text precisely because we live in a culture so saturated with audiovisual noise! – the possibility of connection, however achieved, is the important thing. And a rejection of artifice can ultimately wind up being just as artificial as what it purports to oppose, if it departs from that goal.

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