Goat Game

by Kathryn Li profile

2021

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Number of Reviews: 9
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2 of 2 people found the following review helpful:
Too many endings, January 6, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

I have conflicting feelings on Goat Game, a short-for-each-playthrough choice-based game about the queasy moral tradeoffs forced on us by capitalism. It tells a grounded story well, with just enough worldbuilding to connect this city of anthropomorphic goats to our own situation without getting bogged down. But it also has 15 different endings, and between the two-hour suggested game length and some intimations in the game, it seems like the intended experience is for the player to reach all 15. Replaying made me like it less than I did the first time out, though, and I bailed after only seeing three, making me wonder whether a more curated narrative experience would have served the story better.

This is one of those stories where everybody’s an anthropomorphic animal – I think it’s 100% goats – but it’s not about jokes, it’s about social comment. You play a young researcher who works for the city’s hottest tech company, which has introduced groundbreaking innovations in biotech (I praised the lightness of the worldbuilding above, but I will say I would have liked a little more detail on what exactly the company made, and how the technobabbley magic purple pearls behind the processes worked). The early sections of the game are very slice-of-life, as you decide how to spend your workday, choose your general attitude and morale level, and interact with coworkers and family. These choices impact a triad of stats: “social”, “work”, and “opportunity”, the first two of which are clear enough though was a bit confused by the last.

The game quickly reveals it’s about a small set of major decisions rather than the accretion of lots of little ones slowly impacting these stats, though. A Big Event happens that implicates the company, and there are a few heavier-weighted choices about how you respond that determine which ending you get. Without spoiling things too much, it’s all very Exit, Voice, and Loyalty, with a satisfying range of options that let you articulate how you’re attempting to mediate the tensions that are pulling you in multiple directions at once – and while it’s not a direct allegory, there’s clear, strong resonance with any number of modern corporate scandals that I suspect would ring true for anyone who’s ever worked at a big, profit-driven institution.

The writing is a strength here, understated, with a good ear for dialogue, and rarely didactic – while some characters will push a Manichean worldview, the game itself doesn’t feel too judgmental… until you hit an ending, which is where my troubles with Goat Game began. My first time through, I picked generally positive options when asked about my attitude towards work, but when the opportunity came to take action to improve the company, I jumped on just about all of them (Spoiler - click to show)(I signed the petition and organized a walkout, though I didn’t badmouth the company on live TV and didn’t quit), putting myself clearly in a reform-from-within mode.

The ending I got, though, was labelled “inertial paralysis” and saw me disempowered and obsessing over work to the exclusion of all human (er, goat) contact, despite having finished with a “medium” ranking in the social stat. This didn’t feel like an organic capstone to the choices I’d made, and came off like a blunt authorial intervention judging some decisions as good and some as bad. And indeed, when I replayed and intentionally made choices that I felt were more about drifting through life and shutting out other people, but quit the company in my final decision, I got a much more hopeful ending that similarly rang false.

It’d be fine for the game to have a strong point of view – like, I think it’s totally great to make a game arguing that attempts to use inside tactics to reform a corporation are doomed to failure, that’s actually pretty close to what I personally believe! – but Goat Game presents itself as more ecumenical than this and I didn’t think it indicated that this stuff was being ineffective as you’re making these decisions. The structure also makes it hard for the game to stake out a specific angle, because of all those endings and the strong implication that you’re supposed to collect a bunch of them, rather than there being a single “true” or “best” ending to achieve. There’s an omnipresent set of asterisks marking which of them you’ve already achieved, and after getting a third ending, I got some new concluding text suggesting there’s some kind of meta progression being tracked.

This is pretty standard practice in visual novels, I think, but there you usually have convenience features to help zoom through stuff you’ve seen before, more narrative branching (here you pretty much always get the same events – choices are primarily about shifting a paragraph or two in how you respond to them), and tools to track which you’ve gotten to. Here, it’s not clear to me how the different choices and stats translate to specific endings. I’d already made the decision I thought were most satisfying after my first time or two through, so getting all fifteen feels like it’d require building a spreadsheet and doing some rote lawnmowering, which wasn’t appealing this late in the Comp. It’s possible that completing the grid would reveal more of what the game’s about and resolve some of these contradictions, but I’m left wishing the significant effort that went into Goat Game had delivered a more focused experience rather than such broad but less-rewarding replayability.

Highlight: I really liked the main character’s cousin, Miriam. She clearly cares about the protagonist and is looking out for her, but also has her own stuff going on. So often in games it can feel like the world revolves around the protagonist so it’s refreshing to see someone who sometimes doesn’t have time for you.

Lowlight: conversely, the character of Ira, the union organizer, really took me out of the game. He seems realistically teed off at the company’s management, but also has a scorched-earth approach that doesn’t jibe with the labor folks I’ve known, who are keenly aware that if a workplace is “brought to the ground”, as Ira boasts at one point, all their folks are going to be out of a job.

How I failed the author: as with many of the choice-based games in this year’s Comp, I played this one on my phone while Henry napped on me. It worked perfectly well, but unfortunately that meant the lovely art was displayed at postage-stamp size – from looking at the cover image I can tell that means I missed out so this was maybe me failing myself.

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