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Thread unlocked.

by Max Fog profile

(based on 4 ratings)
4 reviews6 members have played this game.

About the Story

The thread is re-opened. Time to ... chat!

A proof-of-concept exercise of how one word can change a lot. In no way do these words reflect what I am actually thinking.

Written in 431 words and 5410 characters. 36 final messages. There will be more...

Ratings and Reviews

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Average Rating: based on 4 ratings
Number of Reviews Written by IFDB Members: 4

3 Most Helpful Member Reviews

3 of 3 people found the following review helpful:
Lasciate ogne speranza, voi ch'intrate, October 23, 2024
by Mike Russo (Los Angeles)
Related reviews: Review-a-Thon 2024

Thread Unlocked is another Neo-Twiny Jam entry like Idle Hands, but instead of using its scant 500 words to communicate an entire, but linear, self-contained experience, it allows the player to construct one of a myriad of one- or two-line forum posts, which gain power from your ability to imagine all that’s come before and all that will come after. The game’s opening wrings as much dread as any horror movie out of just four words: “Thread unlocked. Slowmode off.” We don’t know where we are, or what exactly was being discussed before the modhammer came down (though c’mon, it was probably AI) – all that matters is that we now have a renewed outlet for our feelings, which the mandatory cooling-off period has done nothing to quench.

You build your responses one word at a time, from a choice of two or three, until you’ve picked four, at which point the game extrapolates out a full, short post. This filling out of the prompts provides the game’s energetic kick, because the pieces that are in your control are pretty much just throat-clearing – “well now there’s another,” “you are not being”, “can I just say”. Seeing these banal introductions turned into discourse-interventions that are sure to wind up escalating things is gleefully groan-worthy; after running through the mechanic a couple of times, I started to feel the same exuberant anticipatory outrage I experience when seeing that there’ve been new posts to a contentious thread.

The responses are all there is to the game, while they vary, it’s not over a wide range. Still, they’re not all just flame-bait. Some are passive-aggressive:

"You are not being very thoughtful with your words. Can you delete what you just said, or I’ll have to flag you."

Some are vain attempts to tamp down the disagreement:

"Well now there’s another thread on sensitive topics. Leave it alone, I tell you."

And there’s at least one that’s actually nice:

"Can I just say that really means a lot to me! Thank you. I can’t express my gratefulness!"

(I stopped after getting this one, figuring I’d quit while I was ahead).

Again, you never see what prompted these posts, or what comes after them, which helps the purity of the gag stand out in sharp relief: it’s notable that there’s no option not to post, you always have to say something and that something will almost always be calculated to keep the bad feelings going until the thread is inevitably re-locked. Part of me wishes that the writing was a bit less generic, that there were more specific jokes or different voices woven into the responses, because I did find that they got a little same-y after a while. But I think that would have wound up undercutting the structuralist point the game is making: Internet arguments are all alike, and however much we might like to think of ourselves as above the fray, even the most anodyne point is likely to feed the flames. The way to win Thread Unlocked is not to play, but where’s the fun in that?

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1 of 1 people found the following review helpful:
Ban Hammertime, October 15, 2024
Related reviews: review-athon 2024

Played: 7/20/24
Playtime: 5min, lost count of playthroughs, so many

Just when I think IF has shown me all it has to offer, works still manage to surprise me. Ok, that’s a statement of unearned hubris. This work though, is a one-conceit jam whose hook is discovering that one conceit. And that one conceit is surprising and unique, once discovered. So yeah, another work whose impact can really only be discussed with spoilers. Here’s what I’m gonna do: try it without, then clarify that exercise in opacity behind spoiler protection.

This is a conversation tree of sorts, where you are selecting a word at a time until you reach critical mass and a sentence is revealed. It lives completely in replays, where the narrative (such as it is) is assembled from multiple, multiple endpoints. It momentarily gives the appearance of agency, but is quickly revealed to be an excavation exercise not a building one. The player is more assembling the variations in their head than guiding their creation. It is a unique formula I had not seen before and ultimately the revelation it builds to is unexpected if not necessarily dramatic. It also has a point of view on its surprise.

Um, it is default Twine also? I think I am out of non-spoiler gas. Ok then.

(Spoiler - click to show)As the final sentences multiply, the player gradually realizes these are all post excerpts from an unnamed, toxic online discussion thread. The sentences are curated specifically to capture the anonymous rancor, the self-righteous high grounding, and petty ad hominem attacks of its inspiration. The surprise understanding of what we are reading is the game’s one conceit, and the surprise is effective. It is also… incomplete? No, that’s not the word. Lacking? Hmm, no. Unsatisfying? Kind of. What it does well is capture sentences of generic application, such that devoid of context they still ring completely true to the conceit. There is also some slyness to the idea that common word choices can lead to very different outcomes, hinging on a single word. This itself feels like a condemning comment on its inspiration, and not an unwarranted one. But because it is devoid of context, it is unclear (Spoiler - click to show)WHOSE rancor is being skewered. The likely intent is that ALL of it is, but some of the entreaties actually change pretty significantly if interpreted with one context vs another. Meaning, some sentences come off as earnestly high ground, but whose meaning could curdle pretty quickly in specific context, and it is not clear the author sees that. It has the effect of coming across as authorial reproach rather than cold documentation. That perhaps unintended undercurrent, for me, made the work more difficult. Intellectually, I presume the author does not intend this, that the lack of context alone should telegraph the intent. (Spoiler - click to show)But the phrasing of some it is somehow… sympathetic? In a way that suggested to me some amount of ‘Monday Morning Zinger’ agenda, like some phrases were more right than others. That language artifact, which I presume is what it is, diluted what could have been the work’s more powerful message for me.

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1 of 1 people found the following review helpful:
An internet conversation gone wrong, September 1, 2024
Related reviews: review-a-thon

Thread Unlocked is a very clever game about the dynamics of group chats on services like Discord. It simulates the experience by turning off slow mode and letting the player choose from a set of words that continue to another set of words before the game unceremoniously completes the line of dialog for the player.

It creates a feeling of deja vu, showing how group conversations often follow recognizable patterns. There must be a reason why slow mode was turned on, and these problems will be familiar to anyone who uses these services frequently.

This is doubly true because the player, through their choice of words, creates the backstory that leads to this confrontation between the speaker and their interlocutor. The feeling I had when the game completed my dialog for the first time was shock, and then the realization that, yes, this was something I could have said in a heated argument with a friend.

The uncanny experience of playing this game makes me reflect on past conversations. No matter what the context, I always felt like I was following a kind of formula: cliches and platitudes seem to be the only rhetorical weapon of choice in the heat of the moment. I wonder if their generality can downplay the source of these tensions -- one line of dialogue in this game seems to suggest that someone may have said something offensive, and the speaker is willing to move past it in order to de-escalate the conflict. It never struck me as absurd when I used it, but watching the game auto-complete it for me was so jarring that I realized how contrived this tactical move is.

The game reminds me of sweetfish's vanitas, another short game about the internet that shows how communities of all ages repeat the same patterns of flourishing and dispersal. The history of communication is a constant state of interruption and continuation.

But Thread Unlocked goes in a different direction: it taps into the subconscious patterns I've developed in communicating with people on the web. The responses I have accumulated from getting into fights, negotiating with others, and so on are on full display here. And I wonder if these were actually useful lessons or detriments to understanding between semi-anonymous people on chat clients.

I don't know, and the game doesn't provide an answer (even if it really cared). At the very least, I will continue to struggle to find a satisfactory solution thanks to this game. It's a thought-provoking simulation that deserves more recognition.

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Thread unlocked. on IFDB

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This Is Who We Are by Sam Kabo Ashwell
A considerable number of games exist largely as the commentary of the IF community (or some subset of it) upon the medium and the community itself. These works are likely to be befuddling to outsiders, but provide windows onto blah blah...

Games which take place in chat messenger systems or on a digital interface by grimperfect
Specifically, works where the main mechanic is either exploring a in-game digital interface(ala Secret Little Haven) or communicating using a type of chat/text messenger system(think Emily is Away).

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