opulence piledrive

Signs of the Sojourner piece for Buttonhook

image

This was originally written for the first and only installment of Buttonhook, a digital zine that sought to publish small 300-word pieces about games. The website went down at some point, so I'm hosting the piece here again so it has a place to live.

This piece was one I'd meant to write ever first playing Signs of the Sojourner back around release. It's a game I deeply admire. It's really cool and I'm so glad it exists! Highly recommended.

I’ve always had difficulty speaking clearly. I stumble over words, and sentences come out jumbled sometimes. Words are misheard, or ideas are not communicated clearly. Everyone around me looks confused as I try again and again to say what I mean to say. This makes it uncomfortable almost anytime I need to speak out loud, with every moment underpinned by constant anxiety.

Signs of the Sojourner, a 2020 game about conversations, captures this experience well -- too well. In it, you have a small deck of cards, each one marked with a different symbol or combination of symbols. These indicate different kinds of tone (you start with ā€œlogical and diplomaticā€ and ā€œempathetic and observantā€). The idea is to play cards and match symbols to form a chain. When successful, the conversation progresses until it ends on a positive note. If unsuccessful, it begins to sputter and eventually ends on a sour or uncomfortable note. It’s a clever system. It’s clear and precise, capturing the unpredictable nature of conversation.

After every chat, you must swap one card in your deck for a new one. The more your deck changes, the more you must adapt; and for me, the more likely conversations are to falter as the deck changes shape. It’s here where the unpredictability of the card system became a source of anxiety rather than just clever design. Every time I ā€œfailed,ā€ I couldn’t help but think of my own experiences and imprint them upon the game. Because the player character does not speak directly, it invites that sort of projection.

I knew going in that this was inevitable: a game about conversations always has the potential to be too real for me. But even so, the game affected me all the same.


#games crit #videogames