I'm Fine

by Rokashi

2013
Twine

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Review

7 of 7 people found the following review helpful:
Confessional Depressional, March 2, 2014
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, Twine

A game like I'm Fine is pretty hard to assess as a game. It's the hypertext monologue of a young gay man suffering through the most grinding lower layers of depression and hopelessness. Player choices are along the lines of ‘Take the call’ or ‘Ignore this person’, and as per the level of dysfunction of the character, tend to make little difference to his life. If you do take someone's call, you're not doing so with the wherewithal to exact a change on your existence. The communication is likely to be totally ineffectual, still drizzled with the protagonist's conviction that all is useless. I wouldn't expect otherwise from someone in this state.

I don't like assuming stuff about autobiographical qualities in games. Maybe that means I'm destined to miss the point of Twine games like this one. Maybe I'm supposed to start from a position that this is entirely confessional - in which case I would say that the author knows the dirge of the self-hating monologue very well. The experience of this game is the experience of reading the diary of someone who is morbidly depressed. Day upon day, page upon page. This kind of depression scrapes away all of the horizon, leaving only a circling in language which is devoid of individuality and consistent across sufferers who express it.

Rhetorically: Do such confessionals makes for good games? The nature of the phenomenon written about in this game makes it pretty impervious to your interactions or most other kind of digression. You'll read screen after screen of the same self-critical thought processes. If you recognise them, it's variously an unpleasant reminder, an empathy stirrer, but still basically frustrating, because you already know that all of the pages are the same - unless the only attitude you bring towards the whole game is: “I hear you and your pain.” This is an explicitly uncritical gesture that is essential to make at some point towards anyone suffering like this, but this game isn’t the person, and I can't be uncritical towards it when I am explicitly being a critic. A game is an entreaty to become involved using my thoughts, but perhaps more importantly to have some kind of Me or in-body relationship with an avatar. Again I feel this may be the principal difference between the audience that accepts this kind of game as simply an expression, and myself with all of my questions about an expression like this taking the form of a game.

If you don't recognise the thought processes expressed in this game, the experience may become a battle between your interest in perceiving something new (keep playing) and just wanting to get out once you realise that the protagonist is thoroughly convinced of the hopelessness of all actions. There is an overlap here with the mechanic of the much vaunted Depression Quest, but while I view that game as more of a novel tool/primer which can begin to educate people about the experience of depression, I’m Fine is absolutely realistic and out in the deep end.

I won't spoil the ending of the game, but I will say that I liked it and it made me feel that it had been worth persisting. 'Worth persisting' is also decent advice for the protagonist, and conceptually, the end of It's Fine is what brings the most value to the whole. The catch remains that the bulk of the game is spent moving through material that you will find almost verbatim in the diaries of the morbidly depressed or suicidal.

I continue to find it extremely difficult to interpret games like this, let alone stick a star rating on them. ( I know I don’t have to use stars, but I tend to like to be able to do so within the context created by this site. I don’t want to say something like, ‘This is too personal a game to the author for me stick a star rating on it,’ because I don’t think the author gets to decide that if they submit their game work to a site with star ratings.) Perhaps I'm not supposed to find it difficult at all; just to respond to and accept someone's expression. But in art I don't ever want to take an attitude of uncritical acceptance. Not every raw expression will make for a good game experience, no more than every cathartic expression a human being makes will be of benefit to all other humans. The expressive act itself can be the important thing. I understand that my floundering in this confessional game terrain comes because I often feel I’m being presented with the raw act and expected to find the value in that context, rather than that I should consider what decisions have been made to transform that material into a game. I want to do the latter because the material is being presented as a game.

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streever, December 1, 2013 - Reply
I am with you--I also read this game and declined to review.

I think ultimately it doesn't work as a game, and could have benefited from a different approach. My Father's Long, Long Legs seems to be an allegorical work about depression which succeeds dramatically at giving us a different perspective or view, and it does so without simply listing a series of emotions and feelings.

I think this type of work would benefit from following a basic rule of all writing for an audience--show, don't tell.

A reasonably intelligent person should intuit that answering the phone is irrelevant in this game. The game shouldn't state it--it should let you answer the phone and let you see that it is useless by the lack of an impact.

A bit of a downer, perhaps, but I just find any nascent sense of immersion completely shattered when I read lines like, "It doesn't matter anyway" etc.

If I try to repeat the useless action, I'd expect a more straight-forward response from the game. Perhaps the second time I click answer, something like, "Why? To hear a few meaningless platitudes from a shallow friendship? You decline the call instead."

I don't mind my agency being stripped away from me, but I do mind being told how I feel or what my emotional state is. I prefer being left to experience the emotions on my own as a direct result of my input.

If a confessional isn't a good narrative to do that in, I think that confessional would benefit from being communicated in a more linear format--like a diary entry twine, where you can only read on, or seek greater exposition.
Hanon Ondricek, December 1, 2013 - Reply
I played this game also, and decided not to review. It does almost seem like a journalistic expression of personal feelings. And if that is something this medium (both IF and Twine) can help someone express, I think it's succeeded without assigning some type of score.

Different people like different things. Some of the agency or lack of might be a snapshot of this character's mind at the time. What's difficult is many people go into an interactive story wanting to "win" or at least make some choices that might improve the outcome. In these slice of life games with slightly blurrier plot arcs I would guess the art is in the detail and the journey you get to an ending.
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