(Some spoilers)
“We are what we pretend to be, so we must be very careful about what we pretend to be,” muses a WWII-era American spy, who worked under such deep cover he might have just been a Nazi, in Vonnegut’s Mother Night. Welcome to the Universe isn’t masquerading as anything nearly so horrible – it presents itself as a slightly tarted-up version of ahead-of-its-time 1980s life sim Alter Ego, intercut with excerpts from a fictional sociology textbook – but it might have profited from this hard-won wisdom all the same, since for all that I’m pretty sure the author wanted me to find the meat of the game irritatingly superficial, spending half an hour gritting my teeth at the irritating superficiality on display didn’t prove the best on-ramp to the actual point the game’s trying to make.
The flip side of all this is that Welcome to the Universe gets points for verisimilitude. The conceit here is that the game is the brain-child of a Professor Balamer, a one-time sociological wunderkind whose groundbreaking theories have come under increasing criticism, and who has thus decided to take his arguments to the masses via the medium of electronic entertainment. The game-within-a-game steps you through an archetypal life vignette by vignette, starting from experiencing the loneliness of a baby being sleep-trained through playground philosophizing, from education to puberty to young adulthood, and then eventually on to maturity, potential parenthood, and senescence and death. Occasionally you’re given a binary choice that can help define your personality, like are you a homebody or traveler, someone who’s cool or lame, who’s content in your small town or anxious to enter a bigger world.
I’d characterize the prose here as ambitious – it’s trying to create a lot of context, philosophical resonance, and importance around what are ultimately just a handful of short scenes, the better to make them constitute a life in full, as well as work in some jokes. It’s occasionally successful, and always readable – here’s an early bit I liked, laying out the downsides of life in the crib:
"for some undeterminable reason, you have been left in this cold, damp room alone. Your face begins to sour. Loneliness is not fun. Loneliness is not what you signed up for."
Things get away from the author occasionally, though. Soon after the above, we get this:
"You lean into your mother’s embrace, her body a gentle fortress of claret and peel."
And beyond specific missteps like this, the overall effect can be alienating – seeing six-year-olds debating whether their small town is better than another based on the availability of fast food restaurants through an authorial voice that’s constantly cracking wise with e.g. Thornton Wilder references can’t help place the action at a remove. And sometimes that voice is much less clever than it thinks it is. Here’s a bit about puberty:
"Regardless, the young adult body is a universal conundrum that everyone must confront at some point. (Don’t get discouraged. Studies from The New York Times tell you these feelings are permanent and leave ever-lasting damage to your psyche.)"
The swerve in what “don’t get discouraged” means is a good joke, but come on, the New York Times doesn’t itself do studies.
I can’t rule out that these infelicities are diegetic, however. As mentioned above, after every couple of life-sim segments you get a page or so telling you more about the game’s author and his theories. The prose style here is very different, a note-perfect imitation of academic jargon complete with dated citations – it’s an enjoyable parody, but parody it is because the actual ideas being conveyed in this dressed-up language are very stupid. Balamer was obsessed with quantifying existence via standardized, binary properties that he alleges are universal across the human experience and can therefore lead to common understanding and mutual respect across difference, which depending on how you understand it is either banal or false – there are also some supernumerary elements to his thinking that appear to be warmed-over Durkheim or Mead, who were writing at the dawn of sociology’s creation as a field of study. Balamer, meanwhile, is meant to have been heralded as a great genius after his first major publication in 1999 – apparently it “shaped early postmodern research by merging New Journalism techniques with traditional quantitative methodology” so I guess add time travel to his list of talents – so yeah, it’s hard to take this stuff seriously.
Welcome to the Universe appears to be in on the joke that Balamer’s a blowhard; there are some late-game metafictional twists that suggest that he’s having second thoughts about his idea that everybody is reducible to a small number of data points, and the fact the life-sim that purports to reflect universal human experiences, and therefore point to the futility of conflict and the need for brotherhood, is very clearly recounting the life of a straight middle-class suburban white guy, seems like an intentional choice.
So yeah, this is a satire that spends most of its running time playing things straight, meaning that my notes are primarily ejaculations of frustration at how obviously incorrect its purported thesis is (admittedly, intercut with admiring comments about some of the nicer turns of phrase). I can see how some players might find it to be redeemed by its twist, and to the game’s credit it’s open-minded enough to give Balamer a bit of grace, allowing that his intuitions about the need for human connection and the inherent worth of life are correct even while making clear that he was going about all of this the wrong way. But, well, my experience of the game was primarily of it going that wrong way, and I can’t say that I felt the satirical project was sufficiently well-aimed to justify the annoyance: of the major bad ideologies currently out there in the world, “maybe the personality is reducible to a relatively small number of knowable variables” is probably not in the top 50 or 100. Even though Welcome to the Universe isn’t a bad game, it often does a very good job pretending to be one, and that’s a dangerous business.