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It's another perfectly normal day at the office. Receive emails. Forward emails to the people they're supposed to go to. Maybe you'll get to actually do your job at some point.
2nd Place, La Petite Mort - English - ECTOCOMP 2025
Entrant - NarraScope Showcase 2026
| Average Rating: Number of Reviews Written by IFDB Members: 5 |
This may sound crazy, but I actually enjoyed the situation presented here at the beginning, where you're an office worker who keeps getting emails for tasks that should be someone else's responsibility, and the conceit of the game is delegating to the correct person by forwarding the emails. The pacing of the game makes it so that you do this all day and the actual work is skimmed over. I haven't done too much delegation in my life, but I thought it was charming and demonstrated the ideal of working in an environment where everyone has their appropriate tasks, knows what the other people are doing, and can delegate properly.
Apparently a lot of other people thought the start of this game was a nightmare about spending all your time delegating and not doing what you were hired for, so I could be naive or stupid. I always fantasized about working in an office when I was a kid. Yes, I was a boring kid.
I'm thinking about a blog post or internet comment I read years ago, title long forgotten, that was about how communication was completely essential in any organization larger than three or so people. The complexity of communication ramps up exponentially as an organization grows linearly, so any sufficiently large organization with a thousand or more people in it will require everyone to do a non-insignificant amount of communication and delegation to operate most efficiently, and will need special sub-organizations dedicated solely to managing communication and managing people in general. Maybe I'm deranged for enjoying the idea of this, the concept of being a cell in a larger body whose job is to communicate to other cells. I've been thinking a lot lately about how large organizations are like organisms, and organisms themselves are comprised of microorganisms, the patterns of life repeating themselves recursively. I find a certain appeal in the idea of being an eternal organelle in a fluid macroorganism, stripped of individuality, reduced to delegating bits of information between nodes, having no purpose of my own besides pure efficiency... but this is becoming irrelevant to the game, so we'll stop here before I really start digging into it.
Back to the story. The situation goes awry when (Spoiler - click to show)your coworkers start disappearing and their tasks are retroactively assigned to you as if they were never there in the first place. In-game, the disappearances are associated with Copilot, and represent how many businesses have been doing mass layoffs of workers in part due to AI. This is the horror part. If the first part of this game is meant to represent a relatively tolerable state of competent organization and management, this is meant to represent the dark side, when you realize the organism has no reason to care about the individual microorganisms comprising it and will eagerly overwork and abuse them as long as it's advantageous, sometimes even if it's not. Your boss assigns more and more work while insisting you can do it all yourself, and you're forced to accept it because what else can you do, lose your job? In this economy?
The horror is subtle but effective. There are people trapped in situations like this all over the world, stuck doing tasks for organizations that may have once been functional but are now dysfunctional and abusive, unable to leave for a variety of reasons. This game appears to be autobiographical to some degree, so I hope the author's doing alright, along with all the other current and prospective employees out there.
Cuando hablamos de terror solemos pensar en lo sobrenatural, craso error, porque ¿qué hay más terrorífico que el trabajo o la economía?
La narrativa es excelente y la metáfora central funciona muy bien como sublimación de fenómenos que ya de partida son a su vez sublimaciones o abstracciones del trabajo hecho por humanos con todas sus necesidades y limitaciones particulares. A la "productividad" le da igual que el trabajo requiera cuidado, tiempo, experiencia, etc.., ahí radica el terror que también sabe explotar esta obra.
Me recordó a uno de los capítulos del Doctor Who más político, pero eliminando al Doctor y por tanto, cualquier posibilidad de redención. Muy recomendable
Impresionante además que se haya escrito en 4 horas!
This is the last game I'm playing/reviewing in Ectocomp, and is the most-rated one in the comp so far. Having played it, it's easy to see why.
You play as an employee in a firm that seems to specialize in educational software. For some reason, you constantly get emails intended for people that aren't you.
The game was trickier than I expected, and I wasn't paying attention at first, so I didn't know who to forward emails to for a while (which is part of the gameplay). This enhanced the experience, as it got several people mildly annoyed at me and made me feel like we were all playing the same game in multiplayer.
Then, things begin to change. The workload gets harder in ways that shouldn't be possible, and a greater burden has to be shouldered. The ending is ambiguous, which I liked.
Unlike most petite mort games (which tend to be quick sketches of games due to the time constraints), it seemed to completely polished and fully fleshed-out, which makes sense as it seems to be scoped well (with a system that doesn't require much branching, if any, but still rewards interaction by having you guess who to forward an email to).
A great game to end the competition on!
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