Summary

Existentialism is a theory of philosophy that considers human existence. It’s a broad branch of philosophy that is most commonly seen in pop culture as a crisis about the meaning of life, the terror of insignificance, and the idea of creating one’s purpose. It can be a verytricky topic to consider,let alone give a voice to. It’s very common for existentialism to escape words and is often best articulated situationally rather than verbally.

In terms of gaming, existentialism can be a very meta theme. While some games incorporate the notion brilliantly into their story, others choose to acknowledge the meta-ness of being a world inside another world, which is furthermore being controlled by another being. Existentialism can come in many forms, including discussion around free will, predetermined destinies, the purpose of one’s continued existence, and the point of life. As such a massive and overwhelming subject, oftentimes existential games canleave players feeling sad, thoughtful, or strangely numb. It takes a certain level of awareness and commitment to create a game featuring existential themes, and those that execute it well are not to be missed.

The observatory in Everybody’s Gone to the Rapture

Everybody’s Gone to the Raptureis an adventure game set in a fictional English village named Yaughton, where everybody has disappeared. Players will work their way around Yaughton to collect clues and watch scenes from strange, human-shaped lights to piece together what happened in the town. The two central characters are wife and husband, Kate Collins and Stephen Appleton - both of whom are the scientists who first identify the light “patterns” that seem to have led to the “rapture.”

Everybody’s Gone to the Raptureis concerned with human interaction and connection. It considers what true togetherness may look like for humans as well asnotions of being lonelyor misunderstood. Additionally, the “pattern” appears to be a creature from outer space, which provokes questions about the insignificance of humanity in comparison to the scale of the universe. The story should be experienced first-hand, so players can draw their conclusions, but the game undeniably explores humanity’s place in the universe and how worthwhile an individual is without true connection.

Outer-Wilds-Spaceship-Screenshot

Outer Wildsis an action-adventure game set in outer space, where gamers play as an unnamed astronaut who has become stuck in a time loop. Every 22 minutes, the sun will go supernova and the astronaut will be sent 22 minutes back in time. Thanks to the workings of a peculiar ancient race, the astronaut will retain their memory from each time loop but will be sent back every time they die.

Any media set in space provokes a certainfeeling of insignificancein most people, since it reminds humans how small we are compared to the magnitude of the universe.Outer Wildsbuilds on that feeling by isolating the astronaut as the only character who retains information and can solve the mystery of the time loop. Its unique art style also does a great job of slightly disconcerting the player, and its environment, including events that change between loops, definitely makes the player feel the significance of time. The story raises ideas about the purpose of human existence and confronts the notion that humanity exists purely by coincidence. Elaborating on that, it also looks at themes of rebirth and the cyclical nature of time, as in: once this universe ends, another will take its place.

The Stanley Parable - Ultra Deluxe MCF Escape

The Stanley Parableis a choice-based story game where players take on the role of Stanley, who makes his waythrough an officeby following the instructions of the Narrator. Or not following them, as players will come to realize. The narrative ofThe Stanley Parablelargely depends on the choices made by players during their playthrough, and generally, the game requires multiple plays to gain an understanding of the larger picture.

The Stanley Parableis a very meta game that is completely centered around choice and purpose. After all, Stanley can either do what he’s told or stray from the narrative. Even with forty endings, the predetermined nature of these conclusions inherently robs Stanley of ever having free will and the player is complicit in that by dictating Stanley’s actions. The game will also break the fourth wall and reference the fact that Stanley is being controlled by the player, which opens up even more opportunities for consideration of Stanley’s insignificance in his own story. Repeat playthroughs to reach unique endings will often make the player wonder what the point is, and just like in real life they must consider what purpose Stanley’s life serves. Any player able to leaveThe Stanley Parablewithout having experienced a certain level of existentialism will certainly be in the minority.

The overworld in OneShot showing Niko making a camp at night

2OneShot - A Relationship Between Player and Character Like No Other

OneShotis a beautifully quiet RPG that is self-described as a game where “the world knows you exist.” It follows Niko, a child who has been transported to an eerie, desolate world that has lost its sun. Niko discovers the sun, in the form of a light bulb, and must go on a quest to restore it to this strange world and make it back home. The player, who is called the god of the world, is to guide Niko on their quest.

OneShotuses metafictional techniquesto remind the player that they are in control of the story, such as asking players to delve into the game’s files and operating system. Because players are directly told to guide Niko, it highlights the power gamers have over Niko and the world, again raising issues over free will and control. Its muted, sorrowful atmosphere brilliantly conveys the ruin this world has fallen to, creating a climate of loneliness and isolation. After all, to what end should the characters continue to survive if their world has become so bleak?

night in the woods

At the end of the game, players are given a choice to either restore the sun or return home. Niko, like always, allows the player to decide. Gamers must weigh up whether Niko’s happiness is worthy of leaving another world in pieces, and consider how resigned the inhabitants already are to the end. Players will likely find themselves continually considering their role in Niko’s life, and dealing with the surreal idea that the game is aware that it is a game, and knows that when the player leaves it will remain as it was until they return.

1Night In The Woods - The Dislocation of Stagnant Towns and Unmoored Identities

Night in the Woodsis a unique, adventure video game that tellsthe story of Mae Borowskiafter she has dropped out of college and returned to her hometown, Possum Springs. All the characters are zoomorphic, meaning they’re human-like animals that engage in typically human things like smoking, school, and working. When Mae’s friend Casey goes missing, she and her friends attempt to solve the mystery.

Possum Springs is greatly inspired by towns that suffered dramatic economic and social decline post-industrial era, which gives it a forgotten and adrift atmosphere. Mae herself suffers from a dissociative disorder which makes people appear to her as shapes, making her feel extremely detached and lost. Eventually, when Mae discovers the cult that took Casey, they claim to only kidnap people who won’t be missed. Both the setting and plot of the game raise notions of identity and the value of life, pondering how insignificant an individual becomes if nobody cares about them - and whether a fundamental purpose of life is to be known and loved.Night in the Woodsis not for the faint of mind, and will almost certainly make players feel Mae’s anguish. Finishing this game without considering some big questions is nearly impossible.

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