Adapted from an IFCOMP23 Review
Man did this work intersect some weird slices of my life. I minored in Philosophy years ago. A good chunk of my worklife was spent in a corporate environment where “Meritocracy” was a near-religious tenet, with all the orthodoxy injustice that implies. And my gaming history with choice-select dialogue is lukewarm at best. When I encounter it, my knee-jerk reaction is ‘This game is either going to prevent me saying what I want to say, or garble and twist it unaccountably.’ Oddly, that last attitude was cultivated mainly through commercial gaming, where my IF experience has often been better. In any case, it remains my first impulse.
This is a work about a career student engaging some philosophy questions on return to the classroom. I have to say with one sentence it INSTANTLY put me on its side: “Most discussions or debates generally orient towards the loudmouthed people leaving others confused while going home with some sort of a win.” What a great observation to make at the top of a game about verbal fencing.
The game then almost instantly forfeited those gains with several stumbles. I think most impactful to me (and most fixable!), were the very frequent instances of typos, spelling errors and off grammar. The premise of the piece is intellectual sparring with deeply erudite NPCs in a place of higher education. Sloppy prose undermines that premise more deeply here than say a story about Bikini-girls fighting space jellies.
Secondly, you are told “You play as an individual who has so far struggled to make a living juggling between jobs in an attempt keep their education going…” (Arts majors, amirite?) But the wide-eyed intellectual thirst of the protagonist seems much more appropriate for a new student, not a battle-tested veteran of academia and the cold job market. There are long passages about their intellectual engagement that just ring hopelessly naive and at odds with their purported background. (This will be mirrored by what I might call ‘unnuanced analyses’ later in the game.) I guess maybe credit where due, if they can actually keep their enthusiasm after those bruising life experiences, more power to them? But simply making the protag a new college freshman eases so many of these dissonances.
There is also a pacing problem. The details of the protagonist’s morning (including an extended ‘whoops I’m in the wrong class’ scene) are lengthy and ultimately don’t really serve the meaty dialogues that are the center of the piece. Particularly up front I found myself snarking in my head waiting for the game to ‘start.’
It did start, eventually. We enter some dialogues with a professor (and one kind of with ourselves?) about argumentation fallacies and aspects of meritocracy. Here is where the choice-select dialogue concerns cropped up, and it gives me no joy to report here my knee jerk was exactly correct. When they were presented, dialogue choices uniformly lacked what I wanted to say, and the options available railroaded me into statements I didn’t fully agree with.
Philosophy is tough, man, as evidenced by my academic transcript (sick burn, past me!) Nuance is everywhere and precision is super important! Choice-select paradigm may be the only practical way to deal with this, but requires a LOT more nuance of crafting. The protagonist, as defined in text and especially player choices was not equipped to deal with this. Even the Authority NPC, the professor, came up short often as not. In the first discussion, the prof goes on at length about ‘evaluating arguments on merits’ but dismisses a colleague with the same lack of engagement they display to him! Eventually, the prof does lead into a more nuanced discussion of this, but this initial glitch is never acknowledged.
Later, when the concept of meritocracy is introduced, the protagonist immediately imagines a debate where each side adamantly maintains the concept is ONLY composed of the aspects dearest to their own viewpoints and just keeps repeating them. I mean, not a bad simulation of current political debate, but...
Then the player is asked to choose which side of two Reductio Ad Absurdum positions they align with! I mean, it seems obvious that any real discussion has to honestly engage the merits of BOTH positions instead of just bashing them into each other over and over. The Prof does agree, eventually, but boy does the work take its time catching up to the player there.
An unconvincing setting, incomplete arguments, long stretches of </click to continue/> being the predominant interaction, and infrequent restrictive/deceptive/limited choices are all a recipe for a Mechanical exercise. The gameplay was seamless, but the typos and grammar Notably intruded, given the academic setting of the piece.
And yet.
Notwithstanding the conclusions available and unconvincing plot steps, this thing had breadth and depth. Its foundational explications were pretty good. What it had to say about Meritocracy (on both sides!) were pretty on point and NEED to be part of the discussion. Not sure I agreed with the application of the Trolley Problem (a crucial part of the classic ethical dilemma focuses on the act of throwing the switch, which this resource allocation formula sidesteps), but certainly the questions the prof raises about APPLICATION of meritocracy are vital to consider for any champion of it. The deep dive into ad hominem and source reliability is similarly particularly vital and interesting in today’s world. I really dug encountering these things playing IF, even as I was constrained by gameplay and narrative. For a dormant Philosophy minor, these were undeniable Sparks.
Played: 10/29/23
Playtime: 50min, finished
Artistic/Technical ratings: Sparks of Joy, Notable cracks in prose and academic rigor
Would Play After Comp?: No, now ready for Graduate Thesis
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless