Once I have a really good grasp on how to debug broken link sites on GitHub, the live site will be deployed. Instead, screenshots following the choose your own adventure game will be posted, along with a 1:30mn video of the game in play.
“Obsessive Compulsive S(t)imulator” draws inspiration from “Depression Quest” by Quinn, Lindsey, and Shankler, an “interactive (non)fiction about living with depression.” This game distinguishes itself by challenging conventional gaming norms. While most games are designed to be entertaining and rewarding, this game strives to depict the struggles of living with depression by making the player feel drained and frustrated.
Typically, games present obstacles as external forces that players must overcome. Successful completion of these tasks often leads to feelings of accomplishment and pride. However, this game raises the question: how would it feel to play a game that doesn’t provide such positive reinforcement? How do you cope with the concept of life as a game that offers no rewards or intrinsic value in the end? Are negative feelings a result of an individual’s interpretation of events, or the actual negative events themselves?
Games often offer clear rewards at the end, but how does one maintain the belief in life’s rewards? What if the obstacle you’re facing is yourself? A person’s tendencies, designed to bring comfort and ease, can paradoxically harm the individual. This presents a challenge to the self, whether it be in the form of addiction, depression, obsessive-compulsive disorder, or other various forms self-harm.
The interactive narration is presented with the simple objective: write a project proposal while avoiding a cleaning compulsion. However, in this short version, no completion of this objective is provided at all. It loops endlessly, forcing the user to click the ‘Back’ button at the top of their browser. The only other option provided that doesn’t involve making a ‘choice’ is the large asterisk lingering on the bottom-left of the page, which brings the user to initial landing page. Throughout the experience, the user is faced with intrusive, repetitive thoughts about questions which cannot possibly be answered, and are philosophical and frightening in nature.
I chose the concept of ‘cleaning compulsion’ to challenge the stereotypical portrayal of “OCD” as a quirky trait associated with perfection and tidiness. This portrayal is common in the media because it’s easy to visualize and understand: “If the sink is dirty, I am dirty. Cleaning the sink of external contamination rids me of personal contamination.” However, as players progress in the game, they encounter a stream of spiraling existential thoughts that seem to fracture out of control.
Texts that did not end up in the final product derived from James Gleick’s book “Chaos: Making a New Science“. Chaos theory is an “interdisciplinary area of scientific study and branch of mathematics focused on the underlying patterns and deterministic laws of dynamical systems that are highly sensitive to initial conditions, and were once thought to have completely random states of disorder and irregularities.” It covers topics like The Butterfly Effect, which is described as so by Gleick:
The Butterfly Effect acquired a technical name: sensitive dependence on initial conditions… In science as in life, it is well known that a chain of events can have a point of crisis that could magnify small changes. But chaos meant that such points were everywhere. They were pervasive.
– Gleick, 1987, pg. 23
Ultimately, the theory can be summarized with a simple theoretical question: “Does the flap of a butterfly’s wings in Brazil set off a tornado in Texas?”
Possibly not, but the thought is indeed frightening. The complete loss of control in reality looms over us. Our significance is both diminished and magnified at the same time. It raises questions: Do my actions at this moment truly have an impact, or could they unintentionally set off a chain of events that could harm others in any capacity? In ‘choose your own adventure’ games, choices are presented as clear options leading to set paths. In reality, though, choices that may seem to offer clear options and paths are affected through variables that are often unseen, inaccessible, or, unfortunately, subjective.
Another aspect of the project that didn’t end up in the final piece involved animated visualizations of fractals. As users selected different options, the background fractal zoomed in, revealing a continually repeating pattern. This illustrated the fractal’s self-similarity at varying scales, a concept described in the book as: “In the mind’s eye, a fractal is a way of seeing infinity.” Major anxieties stem from smaller ones, which in turn originate from even tinier concerns. The user gradually realizes that the fractal in the background is both repetitive and infinite. A therapist once advised me during a session to “just look at the bigger picture” while I was fixating on minor details. However, I found it impossible. There is no bigger picture. Large existential anxieties consist of minute, intricate details. Everything is intertwined, and I can’t extricate myself from this web. I suppose the most anyone can do is to keep trying.
“The ceaseless motion and incomprehensible bustle of life. Feigenbaum recalled the words of Gustav Mahler, describing a sensation that he tried to capture in the third movement of his Second Symphony. Like the motions of dancing figures in a brilliantly lit ballroom into which you look from the dark night outside and from such a distance that the music is inaudible…. Life may appear senseless to you.”
– Gleick, 1987, pg. 163









