I like to draw a distinction between things that make you think and things that let you think. YMNE falls into the second category, which is the better and less forcing of the two. When prepping this review for IFDB, I kept writing down stuff on the side, ways to look at things from my own life, stuff worth noting that didn't fit into this review. This happens maybe once or twice per IFComp entry. Last year there was The Best Man. YMNE goes down a different road: instead of alienation from a group of friends, it's from society. These things can get horribly didactic horribly fast, perhaps with too much detail and preaching. YMNE has neither. It deals, at least in part, with the powers that be (TPTB) and how they are unfair. And it helped me accept that unfairness in ways a Wellness Guru (TM) never could.
Strictly speaking, it's just a maze game where you need to escape, without a ton of detail. The maze has clues that taunt you or give trivial help, and it's not clear which one's worse. It's not a very big maze, either, and you have a few side quests where you can do something for the souls of people at a cemetery. Your grave is there, too. The maze could be a metaphor for any number of things. The most obvious one is poverty--a jukebox plays a song about a tramp not welcome anywhere. Rain comes down and gets heavier. But I think it could be any sort of Not Being Normal, with the obvious big subjects (gender identity, sexuality, race) and others from something minor like social awkwardness to perhaps autism. Perhaps it is anything that makes you feel isolated, stuff that people who haven't had it don't understand. Mapping the maze isn't the main challenge, here. The author asked that players not spoil the mazes with maps, and I think that may extend in spirit to some details as well. But I'll say this--it's worth working your way through the map. The room descriptions alone help you more than the LCD displays that give encouragement, concrete or otherwise. And with what was there, I realized I felt sort of grateful that there weren't any dead ends with YOU HAVE DIED or a secret police force tackling me. I realized I had a sort of low-level Stockholm Syndrome thing going on there, which is impressive.
This makes for seemingly not much to do in a straightforward game. But YMNE isn't intended to be a game. It doesn't have many characters, either, or a ton of scenery. There's a man at the start, false-cheery and trying to help you, until you ask some obvious questions. You have security cameras you can destroy and park benches o rest at, though this is discouraged. Once I did so, I felt glad I'd snuck something by TPTB, whoever they were, but this soon passed. The ubiquitous LCD displays filled in so much more for me. They mirrored the double meanings of the game title itself: "You may not escape!" could be an expression of fear and concern for the poor player. Or it could be a stronger admonition that you don't have a right to, or we'd prefer if you didn't, because you don't really fit in there.
The double tone of the messages, though? Some give factually wrong information about the maze ahead, and some get it right, but it doesn't help you, because if you've mapped, there's a dead end ahead. Sometimes there's a useless "you can do it!" Other times, a message to kill yourself. My favorite one is "You should know that I donated to CAM two years ago? That's the Council Against Mazes. They've got a lot of big things coming up." This may've been my favorite line in IFComp--it's unclear whether the speaker wants to help or just wants to be seen as a help, but either way, well, they just don't get it--in the best case!
Having those contradicting messages from the LCD display made me think of some relatively unpleasant parts of my past, where people gave contradicting advice that I was apparently supposed to sort out on my own. And so I went into the weeds with other advice the LCD displays could've given, if TPTB (who may have hard or soft power) had been bothered. I suspect the author has thought about this a lot and wants us to think up our own. I was left with reminders of being told 1) I have no common sense and 2) I'm smart enough to work things out. These may not have come from the same people, or from very many people, but they certainly came from the loudest people, the sort that would think, say, a "motivational" message on an LCD screen would get people going, even though they expected much more for their own routine.
Perhaps the biggest contradictions: I should be glad the maze-square isn't bigger, since it would waste more of my time. But perhaps I should be glad the maze-square isn't smaller, as then I would feel no accomplishment getting out. Perhaps I should be glad things are colorless in the game, because that won't distract me from getting out of the maze, but at the same time, what kind of person am I that I would actually enjoy a colorless world? And the walls--a discussion of YMNE related how tall they were. I realized that TPTB could say, well, if you can't see over the walls, well, isn't it nice you're not being made jealous of the "real" world? And if you can, isn't it nice to have that motivation to get out? That sort of thing. I felt discarded, and apparently, I was smart enough to justify some pretty awful behavior from TPTB, but not enough to justify my own being-who-I-was.
For me there was also the specter of people trying to play both sides of the coin with my own experiences--whatever doesn't kill you makes you stronger, etc. It sort of reminded me how some people appreciate blues music but will be danged if they'll listen to, well, your own personal problems, no offense. "Hey! We haven't gotten to see the neat things you have!" while having their own things they show off for social status. Or people who've told me I should be so social also want me to understand why they're jealous of the rich internal life I have–and they never, well, quite get it.
And there was also the memory of how I once loved mazes, drawing them, trading them (sadly too rarely) and eventually realizing that no matter how different they look, they're all the same. I remembered a maze book my parents bought when I was young, and I wrote the path through in marker, and my parents told me not to get through it too quickly. Years later I found I'd never gotten to a few. The magic was gone. I no longer needed to feel competent getting through mazes. And, of course, mazes can be generated algorithmically now. But YMNE, unlike games with a maze popped in the middle, or even one that subverts it cleverly, reminded me of this, and of how solving a maze-book made me feel like I was working through something, and then I enjoyed playing RPGs where I might get lost but I knew I'd get through, and somewhere along the line, knowing there was an exit and I had experience became "big deal, anyone can do it with perseverance." So perhaps there's an angle of, we get certain shackles sluffed off on us, and we don't realize they're shackles until it's too late, and we can't get them off, and by then "helpful" people may say "I thought you liked that" or "Why didn't you say so earlier?"
Even escaping was unsettling. Maybe not so much for the final bit (it reminded me of the end of a Robert Cormier book, and I like Robert Cormier a lot) and I wondered if I'd really earned any feeling of accomplishment, because really, I'd seen this sort of thing before. I suppose one could feel guilty about going through too quickly and ignoring the graves, or maybe taking care of the graves and saying, well, I just did that to feel good. Did I really deserve to move on and pay my dues? Was I downplaying people who might be in a bigger maze than me? Was it silly to look through the dead ends, or was it selfish and over-expedient to avoid them? That all is survivor's guilt, pretty impressively captured by a relatively short game.
Other things happened maybe by accident, too, so they might not happen to you, but I imagine they happen stochastically and enough for people to say aha, this is important. I failed to do something the second time that worked the first. So I felt as though I'd slid, even though it was really more just because two items were close by the first time and I got lucky. Chance plays a big part--and we can beat ourselves up if it's against us, or puff ourselves up if it's not.
But replaying, I immediately pictured the LCDs with new announcements about how this doesn't really count and I already had advance knowledge, and that's just a bit unfair, isn't it? And shouldn't I have been observant enough to pick up on things the first time? Another conflict was between "oh you're not going to go back to replay this, you're going to forget and get lazy" and "oh you're using the mazes as a buffer to avoid IFComp entries that might challenge you more." Another thing I noticed on replay: (Spoiler - click to show)The path through is randomized, an impressive bit of coding in Inform 7, which gave me the image of many people having their own mazes, similar but different, and of course being alone and maybe even being prone to arguing over whose was tougher once they got out. I didn't decorate the graves the first time, and I almost had a "why should I help these people? I know how to get out" moment. But I did, out of duty, grumbling as I put the wrong thing in the wrong grave once or twice. In essence, I'd become like TPTB writing stuff for the LCD displays. Do what I do, figure what each person stands for, and move on. And I couldn't shake "you used to love mazes as a kid, when'd you get spoiled" versus "don't you want a more profound challenge than a maze? You're more than smart enough, you know."
Again with the being hit from both sides and paralyzed--and the more I played through, the more not-zen-koans came up. Sometimes they come from legitimate sources, and sometimes they're from trolls past or present, and sometimes they're stuff I thought, inspired by unpleasant people, where I'm vaguely glad at least they didn't hit me with them. These thought experiments are part of being human, and it's never clear how much you should turn them over before moving on.
YMNE doesn't hit you directly with them, but it certainly sets the stage with John Everyman at the start and the unhelpful LCD messages. We need to face that this trolling from both sides is there, and it hurts, and the more we can face, the better, but too much at once is crushing. YMNE provided a buffer for me to write down my complaints and observations abstractly. So I think it was more constructive for me than larger-scale horror games were. It's not so much the physical horror as the anticipation of horror and being lost. For me it was about working through contradictions, or trying to, for me. I wondered constantly if I was reading too much, or too little, into it. But it was an experience I'm glad I had, and I played it a few times while I wasn't quite up to reviewing the new IFComp game. The thoughts dribbled in.
So I got a lot out of YMNE. And ironically, for how boxed-in your character is, YNME let me think very freely about Stuff In General. I half expected an LCD message at the end saying "See? The struggles we put you through were worth it!" Or, perhaps, "You may think you got the point, but trust me, you didn't." Perhaps with dueling LCDs insulting me for being too dumb or too lazy to REALLY figure it out. YMNE may be a catalyst for recognizing this sort of thing in the future, not as a paranoid fantasy, but as a way to more fully accepting that things aren't fair, paved with rueful humor. It's not easy to learn and re-learn that, instead of a conspiracy of people making you miserable, there are enough people who don't care in different ways to sure make it seem that way. I value anything that helps me reflect productively on these matters, as YMNE did.