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Epistles, August 15, 2025
by Mike Russo (Los Angeles)
Related reviews: Review-a-Thon 2025

For all that we are changeable creatures, most of the poignancy of our temporary lives comes from their implacable, irrevocable permanence. As the poet says:

The Moving Finger writes; and, having writ,
Moves on: nor all thy Piety nor Wit
Shall lure it back to cancel half a Line,
Nor all thy Tears wash out a Word of it.

One of the pleasures of games is the escape-hatch they offer from the tyranny of causality: feel free to move that Moving Finger back a ways, thanks to omnipresent save/load functionality, no tears – much less piety or wit! – required. The ability to explore what might have been is incredibly potent, but the tradeoff is that it’s also inhuman; there’s nothing in anyone’s lived experience remotely like thinking “nah, I didn’t like how that played out” and pushing rewind. So it’s perhaps no surprise that some designers perversely constrain the play of contingency in their games, in search of immediacy or meaning. Permadeath is one key strategy these folks pursue, forcing a player to slow down and consider the consequences of their actions – but this approach isn’t as powerful in narrative-focused games, as most stories don’t hinge on the extended moment-by-moment drama of “is the main character going to die now? How about now? How about now?” No, for narrative games the mechanic of choice is the Game You Can Only Play Once: by forcing you to live with your choices, removing easy options like reload and undo, and sometimes even preventing the player from restarting from a blank slate, you create a game that’s like, well, life: no do-overs.

Thousand Lives takes things one step further: this biographical game about a woman navigating the ebbs and flows of life in postwar Poland plays out in real time, forcing you to wait a day to see the consequences of your actions. Structurally, it hearkens back play-by-post games of the 80s and 90s (heck, the game’s main visual motif is a series of historical postage stamps); after you sign up to play, you get an email each day, laying out a bit of story and then prompting you for a choice that determines which bit of narrative you’ll get on the morrow. If you get buyer’s remorse half a second after clicking submit – which happened to me more than once in the week it took me to play – well, that’s just how it is, presumably you can relate!

There are dangers to this approach – most notably, each of the vignettes is relatively short, perhaps a thousand words or so, and a day in 2025 can feel very, very long. Fortunately, Thousand Lives does a good job of recapping the previous day’s action at the top of each email, re-grounding the player in the story before pushing it ahead.

And it’s a story I was very interested in. I’m by no means deeply versed in this era, but as a child in the 80s, I knew about the Polish pope, heard dockworkers chanting “Lech Walesa!” on the TV – I learned the word “solidarity” from the name of the union. I’m a sucker for a historical game, and the history Thousand Lives has to relate, of Poland’s suffering under and then emergence from the Iron Curtain, is dramatic – plus, it’s got a unique viewpoint character. The protagonist is a woman based on the author’s grandmother, and while her biography will vary depending on your decisions, she’s got a compelling personality: smart, caring, and willing to make tough choices to protect her dreams and her family (though of course she might not be able to do both).

Those choices are a high point of the game, as well they should be. They all feel impactful, and I agonized over most of them. Reflecting societal constraints under Communism (and capitalism, once it arrives!), only a few are about expressing a preference for what the protagonist wants their life to look like – most are about trade-offs, asking you what you’re willing to give up for one thing you want. I think you can play the game to create a version of the protagonist who’s completely uncompromising, but while I can see the temptations of that path, I wasn’t confident enough to take it, instead tacking back and forth with circumstances, sometimes pushing for my ambitions, sometimes settling for less when the cost to me or my loved ones felt like it would be too dear.

So this is a successful game, I think, but I admit my admiration is a bit chillier than I’d prefer. Partially this is because of how zoomed-out it is – Thousand Lives covers 75 years in the course of six chapters, none of which are especially long. Trying to cover a decade in a thousand words inevitably means that there’s not much texture; situations are described, but not events, trends, but not moments. While the writing successfully conveys some of the personality of the various people in the protagonist’s family, they never truly came alive for me. As a result, while the dilemmas the game regularly threw up were intellectually engaging – I didn’t want any of my loved ones to be imprisoned by the army! – they lacked the emotional heft that comes with specificity.

Paradoxically, the time lag and no-backsies mechanics might have also drained some of my choices of their impact. Given that it took some time and effort to get myself back in the cultural space of Communist Poland each time I got one of the game’s emails, I can’t help wondering whether longer, more intense engagement would have made it more memorable. But more significantly, in a game like this, there are no right answers, no wizard at the bottom of the dungeon who throws up a “you won!” sign upon his death. Navigating this kind of story isn’t a puzzle, it’s a journey, and I think I would have better appreciated my decisions if I’d had the opportunity to see the alternatives, and commit to my story. Life is one damned thing after another, as they say; if art lets us see all the different places that Moving Finger could move, before finally coming to rest in the place it does, well, there’s a poignancy in that, too.

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Wojtekb, August 16, 2025 - Reply
Thank you for playing and for your review!
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