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Space as metaphor, April 1, 2018
[Time to completion: >1 hour]
[Content warnings for mentions of abortion, child death]
In Map, you play a fed-up housewife in a subtly mutating house. Space, here, is used to reveal memories. As the reader learns more about the PC, the more the house expands to accommodate that, and each new room offers a chance at atonement. Just as space moves non-linearly, time creeps strangely. If you know Pratchett’s metaphor of the Trousers of Time, or think of decision-making as creating forks in a timeline - it’s very much like that. Just as the PC can enter new rooms in the house,
The themes in this game reminded me of Sara Dee’s Tough Beans, or, a more recent example, Cat Manning’s Honeysuckle. All of these feature female protagonists who have been dutiful and responsible doing what was expected of them until they were all but forgotten, until some catalytic event drives them to change.
In Map, the protagonist is much less involved, on the micro level. The rooms you discover let the player relive key decision-making moments in the PC’s life, but once you enter a moment, you can simply wait for it to get to the only choice you have: a binary yes/no choice. Without this, though, the game might have swollen to an unmanageable size, so the limited agency is more strategy than anything else, and on a conceptual level, this does work - how many times have you wondered what would have happened if you’d made a different decision?
The scope of this game is narrow and deep, delving into the emotions underpinning life-changing moments and distilling these moments into a fork in a very personal timeline. Some bits went way over my head (the rubber plant, for instance), but overall it was an ambitious, thoughtful piece.