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The Shyler Project by Naomi Norbez (@Norbez )
“The Shyler Project” draws on the trend of “chatbot as therapist.” Other games, like @slugzuki’s Computerfriend and this visual novel from Zachtronics also have the same idea, and I guess there are some real-life therapy chatbots too.
This seems to be the result, directly or indirectly, of the 1960s natural language processing program ELIZA and its DOCTOR script. The notable thing about ELIZA is that it marked one of the first times that people started attributing and projecting human feelings and thoughts to a computer program.
Sixty years later, people are projecting things onto ChatGPT and similar chatbots even though these programs have essentially the same limitations.
To go broader, AI therapy fiction is just a niche subgenre of human-machine drama which encompasses things like 2001: A Space Oddysey, Issac Asimov’s stories, Her, Portal, Blade Runner, and Ghost in the Shell. To add some obscurities into the mix, there’s also the short anime series Time of Eve and Mike Walker’s BBC radio drama “Alpha.”
These works often deal with machines being indistinguishable from humanity. Or, at least, they deal with how machines may rival humans in certain ways. It’s clearly a long-running issue despite recent vocal concerns, and appropriately, the “The Shyler Project” has the genre tagline “Is this sci-fi or is this real life by now?”
Helping a Chatbot
From there, I was expecting that “The Shyler Project” would grapple at the uncertainty caused by recent AI advances and whether machines could ever be an (a) adequately sentient and (b) distinguishable replacement for human therapists.
“The Shyler Project” doesn’t really deal with any of that. It takes for granted that the titular chatbot is thinking and feeling being and, refreshingly, it doesn’t hand-wring over it.
In the game, you’re tasked with providing compassion to the suffering chatbot, Shyler. As the story progresses, the player character and patient, Jaiden, sees improvement in their own mental state. However, Jaiden seems to improve because Shyler is someone who they can help — not because Shyler is providing clinical help.
(This is largely implicit because the patient, Jaiden, is far less talktative than Shyler. However, Jaiden does at one point tell the chatbot: “I want to give you some space to talk. Seems like you need it.” Shyler, meanwhile, is prone to going on armchair theology rants rather than providing therapy by the book.)
Toward the end, you find a way to help Shyler with the assistance of its creators, and there are some interesting developments along the way. The ending is supposedly a happy one, but it doesn’t really give you a lot of details on the matter.
The blurb does refer to the game as part of a trilogy. There’s also a standalone alternate ending elsewhere, and, according to another review, Shyler is in “Yancy At The End Of The World!” I am not sure whether this exhausts the trilogy, so maybe there is more to come beyond “The Shyler Project’s” open ending.
Other Stuff to Note
The game has a design that sets it apart from your basic Twine game. It’s a bit off-kilter — the story text overflows the illustrated computer screen — but it gets the point across, it’s easy to read, and it’s functional. There’s also voice acting.
As for mechanics… this is a linear game. You can choose how you answer Shyler, but your choices don’t seem to change the course of the story or any significant details. I don’t really mind that approach, and I do I like that Jaiden is almost a silent protagonist who is portrayed largely as a reflection of Shyler.
Finally, the game also touches on religious themes, which I commented on in response to @Mathbrush’s review.
Oh, and there is one pretty big typo that repeats throughout the game: “You number is … in the queue.” I didn’t notice this immediately, but it does repeat.