I will freely admit that my earlier posts on this thread were radically underinformed. Thanks to all who stressed that engaging with the paratext is essential to gaining any insight into the work, and for suggesting alternate lenses with which to view it.
In response to the various challenges to make a case out of my early thoughts above, I present the following, which it seems fitting to render in the style of some of the work’s own paratext.
[PLEASE NOTE: It’s the nature of this work that I can’t claim that the following represents anything true about Repeat the Ending, let alone anything true about the real world. It’s just my good faith response to the questions implicitly asked above.]
Excerpt from the Audience-Supplied “Invisiclues” for Repeat the Ending’s 33rd Anniversary edition
Q: What is the nature of D’s illness?
H: The diagnosis given is bipolar disorder.
H: Lithium was approved by the FDA as a treatment for bipolar disorder in the 1970s. This is the only use approved by the FDA.
H: The mid-December 2024 version of the Wikipedia article on schizophrenia notes that, as an off-label usage, lithium is sometimes prescribed for schizophrenia (among other conditions) when other treatments are not effective.
H: How effective does D’s medication seem to be?
H: The Wikipedia article on schizophrenia notes under the section on its positive symptoms: “Distortions of self-experience such as feeling that others can hear one’s thoughts or that thoughts are being inserted into one’s mind, sometimes termed passivity phenomena, are also common.”
H: Can the interactor “hear” D’s thoughts?
H: Is D having thoughts inserted into his mind?
H: The Wikipedia article on schizophrenia notes under the section on its negative symptoms: “The five recognized domains of negative symptoms are: blunted affect – showing flat expressions (monotone) or little emotion; alogia – a poverty of speech; anhedonia – an inability to feel pleasure; asociality – the lack of desire to form relationships, and avolition – a lack of motivation and apathy.”
H: How many of those apply to D?
H: This space intentionally left blank.
Q: What is the difference between bipolar disorder and schizophrenia?
H: 4 out of 5 dictionaries define bipolar disorder as: “A mood disorder characterized by alternating periods of mania and depression, interspersed by periods of normal mood.”
H: That sounds rather less severe than the symptoms reported by D.
H: 4 out of 5 dictionaries define schizophrenia as: “A severe mental disorder diagnosable by some or all of the following symptoms: blunted emotionality, decay of rational faculties, social isolation, disorganized speech and behavior, delusions and hallucinations.”
H: D seems to be socially isolated.
H: D seems to experience blunted emotionality.
H: D seems to be undergoing a delusion involving possession of supernatural powers.
H: D suggests that failure to take lithium is likely to lead to hallucinatory conversations with inanimate objects.
H: D indicates that in the past he has undergone periods of disorganized behavior.
H: Four and a half out of six isn’t bad, is it?
H: One might call that “the preponderance of the evidence.”
H: Dictionaries are not clinical tools or medical reference works; they provide expressions of the commonly-understood meanings of words, meanings which can be uninformed from a medical or scientific perspective.
Q: How much does scientific accuracy matter in this work?
H: Probably not very much.
H: Consider the work’s treatment of the concept of entropy; it reflects a weakly-informed but popular understanding.
H: It’s weakly-informed because most people lack the technical training in mathematics and hard sciences to understand its true meaning.
H: This work does not attempt to instruct the interactor in either mathematics or physics.
H: This work does not attempt to instruct the interactor in the clinical distinction of types of mental illness.
H: Neither do these hints.
Q: Why would Drew Cook mislead the interactor about the nature of D’s illness?
H: Which “Drew Cook”? The work is explicit that this term applies to multiple entities.
H: The paratext consistently signals that various aspects of the base story are not to be taken solely at face value.
H: 4 out of 5 people find a diagnosis of bipolar disorder to be less stigmatizing than a diagnosis of schizophrenia.
H: 4 out of 5 fans of the work say that the real value of Repeat the Ending comes from looking beneath the surface, so to speak.
H: Whether you are part of that four is for you to decide.
H: The paratext does note, in the fictional voice of “Pauline Searcy”: “… [A]rtists are as capable of lying as [are] anyone else. Why would an artist be, a priori, assumed honest about what is often profoundly personal?” (emphasis in original)
H: Just because he could be lying doesn’t mean he is.
H: The paratext also notes, again in the fictional voice of “Pauline Searcy”: “To this day, he vigorously resists any and all attempts to characterize either version of [bold type]Repeat the Ending[italic type] as confessional.”
H: The supplemental paratext “Some Final Thoughts on Repeat the Ending”, also features a comment by “Pauline Searcy” on “Drew Cook’s” objection to the term “confessional”, which raises a specific point about the implications of the term’s metaphor.
H: This space intentionally left blank.
Q: Can the subjective experience of mental illness ever be fully described by language alone?
H: Perhaps not.
H: Perhaps the best that can be done is to make the attempt.
H: Perhaps some language can only really carry meaning to those who have had the experience that it signifies.
H: Perhaps the best way to communicate, then, is to try to recreate the experience.
H: Or a translation of that experience that preserves its key features.
H: Does the game translate any features of the experience of mental illness?
H: Which kind of illness?
H: What features?
H: How?
Q: Does the game’s artwork have any special significance?
H: The work’s included artwork has a distinctive visual style.
H: Have you ever looked at drawings produced by schizophrenics?
H: If you have, did you notice anything?
H: If you haven’t, perhaps you should.
Q: Why does the base story involve a magic system?
H: In real life, the work’s author has expressed admiration for the Enchanter series by Infocom.
H: There are numerous enabled interactions using spells from that series.
H: Does an author need a particular reason to make an homage?
H: Admittedly, the “entropic” magic in the base story is of a distinctly different nature.
H: It derives its power from consequences of the real world’s functioning that promote decay and destruction over time in the absence of active intervention.
H: The protagonist initially uses this magic to achieve a very mundane goal: organizing laundry.
H: 4 out of 5 people would say that no magic at all is required to accomplish this task.
H: It seems that D considers it to be necessary to destroy his dishes to obtain the power needed to organize his laundry.
H: One might decide that this behavior doesn’t, on balance, improve his situation.
H: One might decide that this behavior is self-destructive.
H: One might notice that the uses of magic enabled by the work frequently result in self-harm and/or harm to other people or property.
H: One might notice that, canonically speaking as defined in the paratext, the interactor must use the magic in destructive ways in order to reach the “best” ending.
H: One might notice that the “best” ending is the one most divorced from everyday reality.
H: One might notice the paratext passage in which “Drew Cook” says: “…I think there’s something magical about mental illness. Not good magic, and not in a way I can describe, but it’s transformational, it transforms the whole world. It’s very potent magic, in that sense.”
H: Not good magic but potent magic?
H: Is power without control a good thing?
H: What does the word “chaos” mean?
H: What exactly does the phrase “chaos wizard” signify?
H: This space intentionally left blank.
Q: Why does the game have a scoring system?
H: Imaginary commentary from “C. A. Smythe” observes: “The so-called ‘scoring system’ is, if not unique, certainly unusual. It has no relationship to the narrative throughline…”
H: The same imaginary commentary goes on to note: “The ‘score,’ such as it is, is a tally of what would typically be considered losing, game over-type outcomes.”
H: The same imaginary commentary further adds: “In other words, the score is a measurement of the player’s intentional efforts to sabotage or otherwise end the game.”
H: Does it feel like trying to “sabotage or otherwise end the game” when trying to increase the score?
H: Doesn’t the story work hard to convince the interactor to increase the score?
H: Imaginary commentary from “A. H. Montague” refers to the scoring system as “incentivized torture”.
H: 4 out of 5 people believe that the perspective of “A. H. Montague” is categorically incorrect.
H: “A. H. Montague” is an invention of the author of the work.
H: In a work this complex and this intentionally self-contradictory, is it safe to assume that we are meant to reject or ignore everything “A. H. Montague” has to say?
H: What’s that parable about blind men and elephants?
H: See “Why does the base story involve a magic system?” in this section.
H: See “Can the subjective experience of mental illness ever be fully described by language alone?” in this section.
Q: Does the work’s overall design have special significance?
H: Have you ever heard of the “double bind” phenomenon?
H: The Wikipedia article on it summarizes the phenomenon as follows: “A double bind is a dilemma in communication in which an individual (or group) receives two or more mutually conflicting messages. In some scenarios (e.g. within families or romantic relationships) this can be emotionally distressing, creating a situation in which a successful response to one message results in a failed response to the other (and vice versa), such that the person responding will automatically be perceived as in the wrong, no matter how they respond.”
H: The article goes on to state: “Double bind theory was first stated by Gregory Bateson and his colleagues in the 1950s, in a theory on the origins of schizophrenia and post-traumatic stress disorder.”
H: The article further adds: “A double bind generally includes different levels of abstraction in the order of messages and these messages can either be stated explicitly or implicitly within the context of the situation, or they can be conveyed by tone of voice or body language.”
H: Does the scoring system of the base story create a double bind for the player?
H: Does the work feature a conflict between different messages at different levels of abstraction?
H: See “Can the subjective experience of mental illness ever be fully described by language alone?”
Q: Are there any other aspects of the work that prompt a clinical lens in the interactor?
H: It’s interesting that the protagonist of the base story is called only by the initial “D” in the paratext.
H: This handling of identity is a convention of psychiatric case studies, designed to preserve the anonymity of the patient.
H: The base story handles some non-standard verbs.
H: One of them is >DIAGNOSE.
H: Why do you suppose this particular verb was chosen?
H: It’s of note that many old-school games used it as a way for the player to get a report of the health status of the PC.
H: The Infocom game Enchanter uses the verb in this way.
H: Repeat the Ending does not use the verb in this way.
H: The player will need to use this verb very frequently while interacting.
H: There is a well-known psychological phenomenon called “priming.”
H: The mid-December 2024 Wikipedia article on the subject summarizes it as follows: “Priming is a concept in psychology to describe how exposure to one stimulus may influence a response to a subsequent stimulus, without conscious guidance or intention.”
H: Could another verb have been used?
H: Was homage the author’s only purpose in choosing this verb?
H: This space intentionally left blank.
Q: What’s D’s relationship to his illness?
H: He hates it.
H: It’s implied that in the past he has fought against the tyranny of genetics and neurochemistry. And lost.
H: It seems that his current medication does not restore him to full function as a member of society.
H: It’s implied that the rest of society doesn’t really care whether D participates as a fully-functional member of itself.
H: It’s also implied that D doesn’t really care about being a fully-functional member of society.
H: What’s that saying about being well-adjusted to a sick society?
H: It’s implied that D has decided his family causes him more harm than good.
H: Who’s left?
H: See “Are you sure he hates it?” below.
Q: Are you sure he hates it?
H: It seems that, in the work’s fictional history, D preferred to avoid treatment.
H: One could argue that, in the work’s fictional present, D cooperates with his treatment primarily to avoid trouble with the rest of society.
H: One could argue that D’s situation is an equilibrium of many competing forces.
H: Some of those forces would be internal.
H: One could argue that, in the work’s fictional present, the entity designated as “you” by the narration is the most significant “other” in D’s life.
H: See “What’s D’s relationship to his illness?” above.
Q: Which ending is really the best?
H: How can anyone decide that for someone else?
H: It’s interesting to examine the way that the source code splits up the ending text.
H: There’s a numbered range of pieces of the ending, E2 through E5. The “bad ending” text is not labeled this way, but the game’s fictional internal chronology suggests that it would correspond to E1.
H: E2 is the final text of the “basic ending”; it features no hint of the supernatural and suggests D’s intent to rejoin society.
H: The triple-asterisk “end the story” text for this low-scoring ending is “That Was June, 1996”.
H: The serial number of the transcript output indicates a story compiled in 1995.
H: This ending can be reached with very little destructive use of magic.
H: In the paratext “Drew Cook” states: “My own mother is alive. I never visited her in any hospital. This is a made up story. I’m not D. He is just a way for me to talk about things that interest me as a writer.”
H: Does the paratext have anything to say about magic?
H: Again: How can anyone decide that for someone else?
H: This space intentionally left blank.
Q: Don’t these hints treat certain small details as overly significant?
H: Aren’t puzzles often solved by in part by noticing certain small and significant details?
H: Is Repeat the Ending a puzzle game?
H: Are the puzzles of the game portion (i.e. necessary discoveries to achieve points) fair and proper by modern standards?
H: Is it reasonable to believe that the real Drew Cook is not aware of modern puzzle design conventions?
H: Are those the only puzzles in this work?
H: This space intentionally left blank.
Q: Does the work attempt to convey something significant about mental illness?
H: I don’t know. Does it?
Q: What does the work attempt to convey about mental illness?
H: I don’t know. Do you?
Q: What is the point of these fake Invisiclues?
H: Some might assume that they’re a veiled attack on the work, its author, or its proponents.
H: Assuming that would be unkind.
H: After all, the person who produced these put significant effort into constructing this paratext.
H: Maybe the work doesn’t have a well-settled conventional interpretation?
H: Maybe these are an attempt to convey a reasoned understanding of an important part of the work in an artful manner?
H: 4 out of 5 people agree that this work both encourages and rewards constant questioning of assumptions.
H: 4 out of 5 people agree that examining questions about the reliability of the work’s narration is unproductive.
H: This space intentionally left blank.