WATT Post-mortem

Post-mortem: WATT

** My scrappy attempt at constructing a post-mortem

To start I’d like to thank everyone who played our game WATT.

This project is a first for me in many ways. It’s the first year I actually sat down to learn the Twine engine properly. Before this, I had only experimented with more traditional engines like Godot or Unity and making a purely text-based game was new territory.

In April this year, I published my first small Twine game, and from then until August, I decided to go all in– learning how to branch stories, create text effects, and use JavaScript to deepen the player’s experience (and all that music stuff for Harlowe). WATT had actually been a long-standing idea of mine since around 2022 or 2023, when I was still in university. It began as part of my undergraduate research project, inspired by a course on Theatre of the Absurd.

I fell in love with absurdism then, not just because it explores the futility of existence, but because beneath all that hopelessness lies something strangely hopeful? It the idea of conscious revolt. Camus’ line “One must imagine Sisyphus happy” stayed with me, even though it’s fairly cheesy now and has somewhat become a meme. The Myth of Sisyphus found me at a time when I was questioning the meaning of everything, and it gave me a way to find light in meaninglessness.

So when it came time to create a game, I wanted to merge that love of absurdist literature with my passion for fiction and video games. At first, I imagined WATT as a full RPG (something more visually engaging) but the literature student in me wanted something that challenged my writing instead. Interactive fiction felt like the perfect medium to explore those existential questions while giving players agency in how they experience them.

Originally, we conceptualized eight houses instead of seven, each meant to represent a stage of life. But it was difficult for us, being in our early twenties, to imagine the later decades authentically, so we fused a few ideas together and condensed the narrative. In hindsight, that decision gave the story a stronger sense of essence.

There’s a saying in Chinese, 浓缩的就是精华– “what is condensed is the essence.”

That became something of a guiding principle in how I wrote WATT.

This game’s reception (the love, the constructive criticism, and the community feedback) has been deeply valuable. As first-time entrants, it’s been eye-opening to learn what worked and what didn’t.

Some people found the text effects a bit overwhelming, which is a fair point. Coming from an RPG background, I might’ve gone overboard trying to make the experience visually dynamic. I’ll be more mindful of immersion in future versions. Others felt the pacing in the early parts dragged before the story “clicked.” That, too, was somewhat intentional but I understand how a slow start can turn players away and all. Also the whole thing about getting multiple play testers for the game to ensure that all grounds are covered and no stones were unturned– I’ve learnt how testing your game TO DEATH is of paramount importance.

Despite the challenges, I’m proud of what we achieved, especially considering that many of us are still students or just starting work. I recently began working in public relations, an industry notorious for poor work-life balance, so finding time to create this game outside of my day job has been a small act of rebellion in itself. It’s a luxury to still have the energy to pursue something you love, and I’m grateful my team felt the same.

WATT Actually Is It About?

WATT is, at its core, a metaphor for life. You begin the game with a false start (a deliberate nod to Deltarune lol) before descending into the island as your “true” self, WATT, given a mission you accept without question. Like many of us, he moves through life chasing promises he doesn’t fully understand, never stopping to ask if it’s worth it or what it might cost him.

It’s not strictly religious, though it can be read that way. It’s more about philosophical suicide, as described in Camus’ The Myth of Sisyphus, the act of surrendering your freedom of thought to something that gives your life meaning, whether that’s religion, ego, love, work, or family. Each “house” in the game explores a different form of this surrender.

(This review by Andrew Schultz managed capture MUCH of the game so I highly recommend giving this a read if you’re a little lost.)

House 1 is that blind beginning and all about that the naive chase for the perfect grade in school

House 2 draws on my personal experiences; I’ll leave it at that (yeah…)

House 3 mirrors the disillusionment of entering the corporate world and the sense of compromise and loss

House 4 takes inspiration from Chinese opera, a part of my cultural upbringing. It reflects the burdens of middle age, especially in Asian societies, where men feel pressure to fulfill endless obligations. The “spotlight effect” and overestimating how much others actually think about us (when they probably don’t and think you judge them the same). This is niche but this part is also inspired by the part “Circe” in James Joyce’s Ulysses where Leopold Bloom started having maladaptive daydreams of himself as a King

House 5 is about self-reflection

House 6, symbolized by the hourglass, confronts mortality and the question of who we long for most as time runs out

House 7 represents the strange burst of clarity and energy that sometimes comes near the end, serving as a final push to complete one’s purpose before fading

Then comes the lighthouse, where the player makes a choice– two possible endings, both of which reflect different shades of acceptance. Many have said both are equally depressing, but I like to think that one offers penance. (Try spelling that word backward; you might notice something)

Closing Thoughts

This has been my first IFComp entry and my first Twine game longer than ten minutes, complete with original art and music. It’s been a GREAT learning journey; albeit exhausting, it was very fulfilling.

I’m also quite pleased (kidding, I’m over the MOON) that one of the lines in my story which I felt was a banger has it’s own discussion post. For me, the true reward of making interactive fiction lies in that fleeting dopamine rush when someone recognizes your effort and finds something of themselves in your work.

No matter how busy life gets, I’m grateful I still get to create, to collaborate, and to tell stories that mean something to me. If WATT has reached even one person in the way absurdism once reached me, then I think that’s enough.

Thank you for playing, for reading, and for being part of this strange, beautiful little revolt.

– Joan

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Hi, this is Ces, the co-writer for WATT! I’ve not been around much on the forums, but I just wanted to put in a word as the comps wrap up and we reflect on the project as a team. Thanks so much to everyone who played the game and voted for us, it really does mean a whole lot!

I joined the project after Joan brought the idea up to me in class, and we had originally planned on making it a creative research project for school. Things didn’t pan out, but we had so many ideas and thoughts that we really didn’t want to abandon the concept. As literature students, we didn’t want to spoonfeed too many things about our inspiration sources and how we tried to adapt them to the game, but we can reveal that Samuel Beckett’s works were a beginning point for many things that we built upon in other ways.

For me, this is my first time publishing my creative writing, and I think from the beginning, I had decided that I wanted this to be a project where I could stretch myself forth unapologetically. I’m very thankful that Joan not only invited me to work on this with her, but also was very welcoming of my suggestions, writing style, and general yapping.

Unlike Joan, I didn’t start with absurdism as a topic, but instead with Samuel Beckett’s works. I was very fascinated by the cerebral quality of his writing, and how he paints a very abstract experience within his characters’ minds and blankets it upon the reader. As I read more of his work, I was also drawn to how he tackled the topics of aging, sensory perception, obsession and solipsism, and how he depicted or interpreted them within his writing.

Joan and I bonded a lot over Beckett, and as she has mentioned, we really wanted to challenge ourselves to infuse our game with a literary quality that is not often seen in many games, which is how we landed on interactive fiction as a medium. I wouldn’t say it’s a perfect embodiment of what we wanted to achieve in form and effect on the reader/player, but I think it was ultimately fulfilling. We set out to express certain ideas in our own way, and the end result did not fall short of our goal, at least in terms of the writing.

Of course, I’m aware that some readers did not find much clarity in the writing as a result of how experimental we chose to be in certain sections, but I think I’m okay with that. We wanted to try something and pursue an idea, and I’m happy we stuck with it.

I think you might be able to see by this point that this project was quite personal for us, and I feel like it also shows in the topics for each house. Of course, we haven’t lived a full 70-90 years of life yet, but many of the scenes within the different houses have borrowed from our lived experiences and the observations we’ve made of the lives around us as well.

From dealing with losing a loved one and their memories due to dementia, coping with the fear of death, the desire to be loved, or the run-to-stand-still cycle of working life, there is a little bit of us in every chapter either looking back on our past or looking forward to the future. If you ever replay WATT, I hope you will look a little closer with this knowledge and trace the imprint we have left behind.

Watt does it mean?

My own take is that WATT is a way to think about life, or a structure that many of us could possibly see in our own lives. We are told many huge, overarching things about what we should expect out of life, (metanarratives, as known by literary folk.) So what happens when things don’t happen as we expect or want them to? How do we deal with bumping up against obstacles, and what happens when the obstacles are unfair, impossible, and unyielding?

That, to me, is where thoughts begin to get existential or absurd, and where many of the dilemmas in WATT spring from, and what I wanted to deconstruct in my writing. We are spat out into an uncaring and unfair world, helpless and naked. We are given a comforting narrative that there is a goal we must reach for, and we toddle along, trying to direct our lives toward that hope.

To me, WATT is about what happens when we live without being critical, or exchanging moment-to-moment decisions for being “better” without knowing the reward, or having any guarantee of what will happen next. It is not to say that we would be better off disposing any goals or beliefs that shape our lives, but we wanted to ask what happens when we don’t ask where these narratives come from, who benefits, and if we can face the person we have become at the end of our lives.

I’ve heard that a number of people have commented that the game can be a bit depressing, but part of my goal was to edge Watt into a little space between comfort, despair, death and the desire to live. As someone who has struggled with their mental health for many years, I am far too familiar with the tension that comes with seeing reasons to die or live that come from both inside and out, and unfortunately that process can be as painful in writing as it is to live.

I think perhaps that touch of the depressing comes from my own experiences trying to find a way to frame life as something I want to cling to, despite finding myself being trapped at every turn. Every time you take a step forward, you will find something else inescapable that drags you back into the spiral, and so, happiness has to come from something outside your circumstances.

I think it probably sticks out the most for me in Houses 3 and 7. In House 3, you are faced with the mathematical reality of a capitalist’s life. You have your base needs, you have your goals, and you have the push and pull that comes with meeting your KPI. There’s no easy way to squeeze yourself out of the system, so what happens when every action costs your physical and mental health?

In House 7, you must reckon with desire, nostalgia, and a longing for the impossible. Hindsight can tint our recollections with a false optimism that paints over the reality of our actions and feelings, and we are just as much capable of creating lies that trap ourselves as the powers that be which hang over our society. I did write a scene where Watt imagines what the end of his life would have been like if he committed suicide, but we did cut it out of the comps submission because we were worried it would be taken down or run into issues during the competition. I think looking back, it does provide that framing of the value we find in life when the possibility of death is very much in our reach.

One comes from the outside, and one stems from within. It is impossible to trust these voices fully, but do we lose more of ourselves by giving in and accepting our circumstances or by putting up futile resistance? I think Watt settles somewhere in between– alert, lucid, but tempted to passiveness as we all tend to be. At least, that’s what I hope people will see in it.

At the end of it all, death is inevitable. Even if Watt’s epiphany only blooms at the end, to wake and see the world in your own way is a precious thing, and I hope that our readers can take this with them at the end of their playthrough.

Maybe my reflections may leave less satisfying answers than one would expect, but I would also rather leave these thoughts for the reader to dig up on their own. If any part of WATT has made its mark on you, I’m truly grateful you opened yourself to us and our project. If you would like to see what other writers have done with similar thoughts, I would encourage you to give Beckett a read!

P.S. f you’ve spotted any of the references in WATT, do leave a comment or message to let us know :wink:

A short list of Beckett works for further reading:

  • All That Fall
  • Endgame
  • Krapp’s Last Tape
  • Murphy
  • Watt (no points if you guessed I would list this)
  • Happy Days
  • Words and Music
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