
I'm going to recommend you buy a video game today. The game is Saira by Nifflas. It's a knot that's made to be untied.
The nature of the untying knot is part of what makes some video games feel like a "waste of time:" that they are often ornate puzzle boxes, taking years to construct then hours to disassemble and discard. In a game like Saira (or other Metroid/Castlevania-style games) you start with no knowledge of the gameworld around you. As you spider out into all the nooks and crannies, you unlock new areas, eventually uncovering all the hidden rooms, all the important items, complete all the goals, and you're done. The knot that someone spent so long tying has been undone and lies there limply on the floor.
The predestination can be palpable-- it's so convenient, isn't it, how all the keys are on the correct sides of their locks? How all the clues are available before you reach the puzzle? Everything has been placed carefully, and you can be secure in knowing that it is possible to sweep away every barrier. This world has been constructed by an intelligent presence. To practically feel the designer leaning over your shoulder can be eerie. It can also make the experience feel oddly pointless: ah yes, this is a series of tests that someone created, for me to waste my time unraveling. I must go through all the motions everyone else has to go through to finish this exercise and move on. If you get to the point of "why bother," it's all over.
And so the job of the fiction, of the visuals, of the sound and music and all the presentation the puzzle comes wrapped in is to distract from the mechanical artificiality of the base interactions. The puzzle box has to be brilliantly crafted, but we must be made to forget that our actions in disassembling it are predestined-- that we are in fact volunteering to be manipulated by the designer. And on both fronts, Saira is wildly successful.
Saira, a bold adventurer and freelance photographer (giving her something in common with Beyond Good & Evil's protagonist, Jade,) finds herself alone in the universe after a mysterious teleporter accident. In your quest to find someone, anyone, you'll explore more than a dozen different planets and satellites, each with its own unique aesthetic and set of challenges: some are idyllic and Earth-like with rolling grass hills, others covered in snow drifts or dotted by the ruins of a destroyed civilization; a derelict space station is riddled with steam jets and radioactive leaks, a planet with a toxic atmosphere challenges you to hurry between life-giving plants; the effect conveyed is of an astonishingly varied universe where each place has its own history and ecosystem.
And so I suggest you visit Nifflas' site and explore the strange, wonderful, challenging universe of Saira. I hope you'll get as much out of untying this knot as I did.
Illustration from the deviantart page of Saira's concept artist
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