![]() It’s a brilliant way of creating the impression of a wide possibility space while constraining the game’s conclusion for a majority of players.Īnother thing I like about “Republia Times” is that it contextualizes quitting in a way that most games can’t really pull off expressively. ![]() If you think about a traditional goal-based game, turning the game off after a number of failed attempts to reach the next checkpoint just “freezes” your character and its progress right there in the save file. ![]() There’s no concept of what’s happening to the character while you’re away. This is even more strange in the case of persistent online worlds, where the only real explanation for your absence is that your avatar is “sleeping” or “traveling outside the realm” (sometimes for months on end). the ‘rhetoric of failure’īut in the case of political game design, we can return again to Ian Bogost’s idea of the “rhetoric of failure.” This rhetoric is seen in games where the only way to “win” is to not play the game in the first place, like in “September 12th,” where attacking the terrorists only leads to their multiplication. ![]() Usually this has only a conceptual significance. However, “Republia Times” presents us with a tidy fictional context for the act of abdicating the controller.
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