Mike Russo's IF Comp 2023 Reviews

GameCeption, by Ruo

I think anybody who has a job or area of expertise that’s routinely depicted in popular media has a pet-peeve list of things that are continually and hilariously flubbed in said media. As someone with a law degree, I’d put the talismanically-powerful contract waiver near the top of my list: you know, someone’s about to do something ridiculously dangerous and/or ill-advised, but since they agreed to a generic waiver, all is good. So it goes for Ziyan, the protagonist of this stylish choice-based game, who signs his name to a vague waiver saying “We are not responsible for any liabilities and damages that may occur during the games” before entering a reality-TV videogame competition that immediately goes way off the rails. As the battle royale gets way too real and axes, grenades, and body-parts start flying, the question isn’t who’s going to be left standing to claim the million-dollar prize – it’s how fast the survivors and the family members of those who don’t make it out will sue everyone involved back to the stone age, waiver or no waiver.

Okay, okay, that’s clearly not the point – and to a certain extent, the ultraviolence isn’t really the point either, as GameCeption’s thankfully more focused on the relationship between its two leads and the game-theoretical implications of its twist than it is on rendering a Battlegrounds-style game in IF form. Ziyan’s best friend, and partner in the competition, is Airen, an affable, supportive guy who provides a nice counterweight to Ziyan’s occasionally moody nature. There isn’t much time for the two of them to hang out before they decide to sign up for the TV show in hopes of making enough money to pay the rent, but the introductory scenes are enough to establish an easy rapport between them that raises the stakes once things go pear-shaped.

The signs that that something’s off about the production company come early, as the initial interview delves into some oddly invasive questions about how much the duo trust each other – this is effectively lampshaded, though, in a bit that showcases the early, laidback vibe:

“Dude, same,” Airen agrees, scratching his head. “Like are they gonna make us do a trust fall off the side of a building?” Ziyan punches him. “If that really happens, I’m blaming you.”

This introductory sequence does feel fairly long, and doesn’t have too many decision-points, but once the competition starts, things pick up. As you play the game, you’re presented with a series of mostly binary choices; I’m not sure how on-rails this sequence is, but it feels authentically tense. The writing does go a bit over the top, and having the gameplay narrow to determining whether you die or get to continue the story, but this section moves quickly enough that it doesn’t wear out its welcome. And then comes in the twist, which I found fairly predictable but which I’ll spoiler-block nonetheless.

It turns out that you’re not piloting a polygonal avatar around, but rather (through some unexplained technology) your buddy Airen; likewise, the other players you’re fighting are real people who are being killed and/or maimed by the ultraviolence everyone is deploying in pursuit of the prize. This ironically brings the video-game battle royale genre back to its cinematic roots, but shorn of its original thematic heft; GameCeption doesn’t seem interested in interrogating the economic, political, or cultural systems that created such a horrifying competition, but instead uses its premise to put pressure on the traditional understanding of player identity in IF: if you’re making decisions for Ziyan, and Ziyan is making decisions for Airen, who’s actually the player?

It’s a superficially clever turn, but this twist didn’t do much for me. Again, it’s pretty heavily telegraphed, and questions of players’ complicity or agency in a narrative are old hat for IF by now; I don’t feel like adding the second-order complexity of one character piloting another did much to unsettle the well-understood IF triangle of identities (narrator, protagonist, player). Even a somewhat-stale theme can still support a good game, of course, but I felt that GameCeption put too many eggs in the metafictional basket: the rapport between Airen and Ziyan largely drops out as the action picks up, and the simple gameplay isn’t enough to hold the player’s interest. And then the ending doubles down by having Ziyan reup with the competition, and using his interest in game-design to implement an even bigger twist for the next season that makes even less sense, and has even less emotional impact.

Bringing things back as we return for spoiler-town, I’d summarize by saying that the game becomes over-reliant on a meta idea that isn’t quite as clever as it seems to think, and becomes a slender reed upon which to rest the second half of the game. There’s some excitement to be had, but I think GameCeption would have been stronger if it had either gone smaller, by staying grounded in the best-friend relationship between the two characters, or even bigger by leaning into the implications of its twist and dialing up the questions it raises about agency and control to 11. As is, I found the game a little too lukewarm to make much of an impact, like boilerplate contract language your eye just skips right past.

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