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The residents of the City of Zelio’s government complex have gathered for one of their regular soirees. The large, gas-lit hall with its gleaming marble floor, columns supporting the mezzanine, tables piled with decadent food, holds a sea of government officials and their guests. Including these four...
Two queer couples from different social classes verbally face off in this standalone game set in the author's Structural Integrity universe. It was written for SeedComp 2024, inspired by the seed "1 link = 1 viewpoint change" submitted by CrocMiam. It also makes partial use of the seed "Palates" by Charm Cochran.
Entrant, All Games - SeedComp! - 2024
| Average Rating: based on 6 ratings Number of Reviews Written by IFDB Members: 6 |
I don’t think we’ve seen a SeedComp game yet in the thon, so this is a nice surprise now that we’re getting close to wrapping up. Actually the genesis here is slightly more interesting than that; the plot and characters are drawn from the author’s earlier game Structural Integrity – where a city-planning bureaucrat faced a difficult moment in his relationship with his partner – while the seed provides the structure, summed up as “one click, one viewpoint”. That means there’s no branching this time out: the story, which focuses on the aforementioned couple having a strained conversation with the bureaucrat’s boss and his partner, plays out the same way every time, but after each bit of narration you’re given the option to jump to a new perspective to see the next chunk from another character’s perspective (in fact, until you complete a playthrough you can’t stick with the same viewpoint two times running).
I admit I experienced a bit of disorientation at first; less due to the perspective shifting as such than because it’s been a year and a half since I played the prior game, and having four characters with fantasy-ish names that lack close real-world equivalents who can be referred to either by their first or last name depending on what viewpoint you’re tracking. Fortunately there’s an always-available dramatis personae link in the corner, which was a helpful reference, but it still took me a minute to get into the swing of the story. Fortunately, what’s going on here is relatively simple: Ubay, the boss, is a snob intent on cutting his working-class staffer, Yaan, down to size with a withering remark or two, while their respective partners provide support and/or a bit of additional snark. And that’s really the size of it – there is a threat of escalation, but it’s preempted by the arrival of a fifth character, which ends the scene and the game.
It’s an engaging enough sequence that I replayed until I’d gotten the full story, but it’s also relatively slight, the kind of thing snippy exchange that would take up maybe a minute and a half in an episode of Parks and Rec. I don’t mind the stakes being low – heck, Parks and Rec is one of my favorite shows – but the quadrupling of perspectives means that this is more akin to a full six-minute sitcom act, and after the second or third repetition, the core action felt less compelling. Ubay’s classism doesn’t feel especially motivated, and despite his partner Erandan getting a bit of backstory establishing that he resents Yaan after being passed over for a promotion and is kind of horny for his partner Kel, he definitely feels like a bit of a third (or I suppose fourth) wheel.
With that said, the core dynamic between Yaan and Kel is well drawn, and having been to a lot of work events with my wife, seeing them support each other through an awkward moment resonated with me. And if I hadn’t replayed it fully, I might not have experienced the flaws mentioned above. Actually, I wonder whether the “stick with one character” mode, while a welcome convenience, might not have been the best idea to implement – because you can jump into any character at any time, each passage necessarily restates some of the core dynamics for that character, meaning that staying in just one head for a full playthrough, as I did for all of mine past the first, makes the game feel a bit more plodding and simple than if it’s played as intended. Besides that, given that it’s a sequel there might be more games in this sequence to come, which might provide better context for the eponymous conversation; regardless, for now it’s still a nice bit of writing that may be better to just experience once or twice than plumb exhaustively.
This was an intricate and surprising game. It uses a seed for color palettes and another for ‘one click=one change in perspective’.
So the way it’s structured is that it has a setting and a list of dramatis personae. All of the people’s names are linked, and clicking on them gives you a view of the soiree from their perspective, as well as links to the three others.
So, I thought, ‘Ah, I get it. There are just four story passages, and you can pick what order to read them in.’ But, it was actually a lot more complex than that. Each link that you click takes you to another person’s perspective, like I thought, but it also advances the time. So there’s actually quite a bit of complexity in play here.
At first, I thought there were 8 or so people, until I realized that every person had a first name and a last name and that which one was used in the text depended on the familiarity of the person who was speaking. This introduced an almost puzzle element for me, as I had to go back and forth between the dramatis personae list and try to fit together the different perspectives into a unified whole. It made me feel like this was a lot of worldbuilding for one game, so I checked the ‘about’, and saw that this tied in with the author’s earlier game Structural Integrity.
Overall, the writing felt natural and the scenario was interesting enough that I played through 4 or 5 times (unlocking the ‘faster read’ mode). The basic concept is that you’re at a work party and two male/male couples that have beef with each other bump into each other with a combo of flirting and veiled insults.
I felt like the ending didn’t really end on a satisfying, conclusive note; it felt like there was either something missing left to be told or that room was being left for a sequel hook.
I also think that the extensive worldbuilding and the ‘one click = one viewpoint change’ concepts had tension with each other, because with such fleshed-out characters I would have liked to have more time with one character to learn names from their point of view and get a feel for them and their worldview before hopping over to the next character.
Finally, the styling looked nice, with well-chosen colors and backgrounds, and a fancy dramatis personae list. I thought early on ‘I wish I could just bring up the list of people more easily’, and then I realized there was a button that does exactly that, which was good design.
I'm fascinated by the perspective switching in this one. It takes the seed and really puts it to good use. You get to see a heated, passive-aggressive confrontation between two couples, and man there's so much tension simmering beneath the surface even though their words to each other are perfectly cordial. Jumping from character to character as the argument progresses is jarring, but also a great way to capture the chaotic back-and-forth of the conversation.
I can't help but think this would be a great writing exercise - a way to illustrate the differences in perspective and how they can vary from person to person. But it's not just about perspective, it's about diving into each character's head and seeing what they want and like and dislike. It's a pleasant kind of whiplash and it really makes you feel like you're seeing the situation from four dimensions (everything at once!). Replayed a bunch of times.
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