Showing posts with label free will. Show all posts
Showing posts with label free will. Show all posts

Friday, May 25, 2012

The Pathologic Dialogues - Part III


Kevin: I'm glad you brought up the question of free will, because in the end that's what everything in Pathologic circles back to. The conversation with the Authorities, the final dilemma at the Cathedral, and (most important of all) the theatrical conceit on which the game is built—I believe that it's all designed to push the player to confront the implications of his or her ostensible freedom in the game world. Is it even possible to have true agency inside a world that is strictly defined by somebody else?

From the beginning, Pathologic made it crystal clear that I was not in control of the situation. It confronted me with fluctuating store prices, the relentless march of the in-game clock, and the casualty tally that skyrocketed regardless of my performance. It even went so far as to unambiguously spell out its inflexible, predetermined endpoint: "The morning of the second day has come. Less than eleven days remain." I was kept in a constant state of reaction to the world around me. Ice Pick Lodge made no bones about it: I was in their world now, and it would unfold as they, not I, saw fit. They were the directors; I was just an actor—or should I say gamer?—playing a character.


This is the key to the theatrical conceit running throughout the game, which means that it's the key to the game, period. The Rock Paper Shotgun review labels this aspect of Pathologic as "wussy thespianism," but I think that does it a disservice. It's only by using the language of theater—the realm of scripts and directors and fourth walls, the universe where blatant artifice is somehow given breath and life—that the game's ideas about free will and good vs. evil gain their peculiar resonance. Pathologic is one of the most unforgettable games I've ever played, and that's because it's not just a game but also a drama. It's a drama where the actors are continually made aware of the director's hand.

Not that this absolves you and me of responsibility for our actions. The thing that keeps Pathologic kicking around in my head, months after I finished playing it, is that it's not content merely to tell us that we're dolls at the mercy of some other being's whims. I mean, it does tell us that (in the meeting with the Authorities in the Polyhedron), but then it gives us back our agency. At the time, I called it "one of the most electrifying moments I've ever had as a gamer," and that's still true. In the meeting with the Developers at (where else?) the Theater, the circle closes, the switch is flipped on, and suddenly we see what all this was for.


Here the Developers gave me a chance to step fully into the shoes of the beaten-down, exhausted Haruspicus: "Yes, I am responsible for him. I will stay with him till the end. His words shall be my words. His deeds shall be my deeds." Essentially, I would become him, changing him from the Authorities' "scary doll" to a free agent, from a pawn to a queen. And lest anyone think this is a wholly positive, happy-ending choice that's out of keeping with the darkness of the rest of the game, remember that I took responsibility for everything the Haruspicus did. By choosing this path, I cast myself in the role of healer and rescuer, but I also became a cultist and a murderer. Free will is a double-edged sword.

Really, I think the game features one of the most elegant engagements with the Problem of Evil that I've ever seen in any medium. All the world's a stage, and while the director has put limits on what can happen, the player can still choose freely once the curtain rises: to protect the sets or tear them down, to support his fellow actors or destroy them. I was stuck in Ice Pick Lodge's game, but it was I and no other who chose how to act in that game. I had agency. I was responsible for the Haruspicus. His deeds—all of them, good and bad—were my deeds.


This is the beauty of Pathologic, but it's a complicated beauty. You and I, Duke, persevered to the end and saved the town, but we also committed a lot of sins on the way. We're not even sure we ultimately did the right thing. In its final scene the game pronounced victory for me, but I was still aware of the depths to which I could sink as I floated away from the closed-down theater into the void. There were stars in the void, but also plenty of darkness.

Stay tuned for a few more thoughts in the next few weeks. Read the full dialog or dig into our playthrough here [Bachelor or Haruspicus]. For those new to the blog, go here to see what we're all about. Feel free to put in your two cents in the comments, too.

Thursday, May 17, 2012

The Pathologic Dialogues - Part II





Having finished the game, Duke and Kevin (Bachelor and Haruspicus, respectively) ask some questions and try to unpack Pathologic. Add your thoughts / questions in the comments section!

For those new to the blog, go here.

For Part I, go here.

Duke: As much as Pathologic gives players a stake in the lives of the townsfolk, it also works hard to drive home the worthlessness of the human animal. Bodies stacked in cattle corrals, the plague-ridden burned alive, the moans drowned out by gunfire: the game not only brings out the worst in the townsfolk, but in the players as well. The Apiary (a word for a collection of beehives) is teaming with men, expendable, soulless men. Bodies are so much meat lying on the ground, waiting to be burned off in the morning. As if to drive home their point, the Authorities appear on the last day to remind the player of their puppetry. We are mocked for how seriously we have taken the whole thing.

It's probably better to avoid the whole Problem Of Evil, and perhaps religion in general, but Pathologic is full of sacrifice. The Haruspicus performs sanctified murder. The Bachelor desecrates Kain's body in the hopes of finding a cure. Three of the endings are focused on exchange, as well. Destroy the Polyhedron for the children, he pleads. Burn the town for a new world. Or let things play out: sacrifice everyone to restore balance to nature.


Yet every large and small sacrifice is never enough to stop the evil in the Settlement. The bull at the Bone Pillar, which would have yielded panacea, is burned to a black hunk. The witch hunt on Day 6 leads nowhere. The succession of Bachelor to Inquisitor to General Blok: everyone wants someone to blame, a scapegoat, yet in the end the freedom of choice is given only to one person, much like in Dostoevsky's The Grand Inquisitor. The meat shouldn't be allowed to decide. It falls to the Bachelor, the Haruspicus, or the Devotress.

Kevin: Ah, now we're getting into deep waters. What do "good" and "evil" mean in games? This is going to be fun. Or perplexing. Probably both.

Here's the thing: Videogames take place entirely in abstraction. That is, the narratives, images, and mechanics are all just computer code being processed in the electrical depths of a machine. The significance we attach to these processes is entirely imaginative, similar to the imaginative ways we engage with the flickering pictures that a projector beams onto a screen at the cinema. Unlike movies, though, videogames give us an active hand in how this imaginative process unfolds. So the game's events are abstract—they are not literally happening in the real world to real individuals—yet at the same time they are being influenced by a real player who is situated in the real world. We're not just spectators—we're accomplices. So how much do the rules and morality of the real world apply to what we do in videogames? 

Before I (try to) answer that, it might be helpful to think about what "playing a game" really means. In order to play a game, you must first learn the rules. In the case of videogames, you do this by figuring out how to interact with the programmed world around you. Click the left mouse button and X happens. Two items combine to allow your character to do Y. The A.I. of other characters reacts in a certain way when you do Z. Most videogames start off with a tutorial section, designed specifically by the programmers to teach you these rules. By the end of these sections, you have gotten your sea legs. You've learned how you can and cannot affect the world around you, and you probably have a good idea of the game's tone and atmosphere as well.


But Pathologic didn't do this for me. There was no tutorial, no attempt by the designers to communicate to me the consequences of this or that action. After the brief opening cinematic, I was dropped in the middle of the game world and left to fend for myself. I had to construct my impressions about the town and my purpose in it from the ground up, without any outside force to contextualize what I experienced. Everything felt alien, right down to the labored, barely comprehensible dialogue translation. Essentially, Pathologic started me with a clean slate and left it up to me to determine what "normal" and "good" meant in this world.

I needed to have some orienting principles in order to make decisions, so I ended up extrapolating my own system of morality as I muddled through the first few days. I was tasked with fighting the Sand Plague, so I decided that my highest good was the salvation of the town and its residents. I was told that keeping my Adherents alive was important, so I prioritized their safety and wishes above others'. I discovered that my family was affiliated with the Cult of Bulls, so I sided with the people of the Abattoir against the supporters of the Polyhedron.

By the standards of my own in-game constructs, I made a moral choice (though perhaps not the best choice—acquiescing to the Devotress's suggestion at the Cathedral apparently offers true victory and healing for the town). I saved the children and allowed them to rebuild the town; my religious order jettisoned the corrupt influence of Fat Vlad and Elder Oyun; I frustrated the Kains' hubristic attempt to play God using the Polyhedron. To the Haruspicus, this was a righteous victory. 

Does that mean it was truly the right thing to do—that, if I were faced with an analogous choice in my real life, I would confidently make the same decision? At the time, I thought so. In my Day 12 writeup, I went on at some length about how the lives of the townspeople were valuable regardless of how evil they were—sure, they were small minded and selfish, but isn't everyone, to some extent? After reading what you wrote above, Duke, I'm not so sure. These weren't just people with everyday foibles, after all. They stole and lied and murdered without shame; they fastened like leeches onto the earth around them. Maybe I was working in service of a modern-day Sodom and Gomorrah, so irredeemably wicked that the only true cure for its sickness would be total annihilation. 


The town rubbed off on me. Because the game designers forced me to adapt myself to the town instead of outright telling me how to behave, I conformed to the dog-eat-dog world around me. When in Rome, do as the Romans do—even if the Romans are okay with killing people, ripping out their kidneys, and trading them to cult members for healing herbs. 

Pathologic conditions the player to treat life seriously. It does this by making survival and cure the primary motives for the three main characters. On the bright side, this suggests to me that the game designers want us to be shocked by the game's treatment of people as (in your words, Duke) "so much meat lying on the ground." On the dark side, this makes it all the more damning that I killed people to further my "moral" goal of stopping the Plague. Was I acting normally—even morally—within the context of the twisted world created inside the computer? Yes. But that doesn't necessarily make it right.

So what was "good" and "evil" for you while you were playing? Or did your experience as the Bachelor cause you to view everything in a more detached, calculating manner? Put another way: What was going through your mind as you played?

Duke: Pathologic wore me away. My compassion, my good will, made no difference in the world Ice Pick Lodge had fashioned. After a few days, I came to the conclusion that the moronic people of the Settlement were not worthy of my compassion. They didn't deserve what I as a moral human and a moral character had to offer. Organic reason--humanity--was the first thing to die in Pathologic.

I came to Pathologic with a set of principles, the same principles I apply in most every game. Save every little sister in Bioshock and you will ultimately be rewarded. Deliver something in Zelda and you'll get something good at the end. I didn't think I needed to learn the rules of Pathologic's game world in order to survive, and I ended up being used by everyone in the town with very little to show for it. There was no room for a Dudley Do-Right or a Christ figure in the Settlement. Many argue that there isn't room enough for them in the real world, either.

In this world, logic--not mysticism or morality--made the most sense. And that was what I came to prize most: logic, and the ability to make my own decisions.

Knowing I was being manipulated by the major families of the Settlement killed off any sense of "good" or "evil" and replaced it with a dichotomy of independence and slavery. That's the whole nature of a game, I guess--the designers, the programmers, the authorities, put you into a controlled sandbox, choose what you see, don't see, what you can and can't do, and then set an objective for you, the player. Pathologic asks a question. In the Bachelor's scenario, the question is "What constitutes true victory?" True victory become independence: not synergy, not blind faith. There's a reason the Polyhedron is completely outside, grafted on to the Authorities' model of the town: it represents the freedom of man, the objectivity of reason, the power of innovation. It is independence incarnate.


Isn't so much of Pathologic driving home the notion that we, as human animals, don't have true agency? That the only chance to live is to give up our independence for peace, to sacrifice innovation for stability? Isn't this the story of every natural disaster, too? When the chips are down, when Katrina is coming or Vesuvius erupting, humans either A) run and pillage or B) huddle and wait. This is human nature. This is exactly the response of the Settlement to the plague, as well. The nobles strategize from within their homes, the townsfolk curl up and die, and the bandits loot and murder.

Where I was content to accept the world, to euthanize my better half and turn bitter, you, Kevin, decided to hope against reason. You chose to accept the townsfolk for who they were--yes, petty squabbling myopics--and you wanted to give them a future. Maybe not the best future—as you said, the "true victory" is the unification of progress and stability, keeping the Polyhedron and the Settlement. But you kept them alive.

Me? Even with grandiose logic, self-assurance and no small measure of pride, I made my decision for myself. I survived the Sand Plague, but by no means can I claim any measure of moral high ground. Pathologic illuminated the worst in me.

We're working on Part III for next week. Stay tuned.

Wednesday, December 14, 2011

Pathologic: Day Twelve—Endgame (Part 2)

(To read Part 1 of the Haruspicus's Day 12, go here. To read about the Bachelor's final decision, go here.)


My talk with the Developers at the Theater has empowered me, convincing me that I am more than just a toy at the mercy of unpredictable gods. Ultimately, I may be walking the Authorities' predetermined path, but it is I and no other who has been choosing how I walk it, and it will be I and no other who will decide the town's fate at the Cathedral. I am more than just my in-game avatar—I am the player, and my choices make all the difference.

The thing is, free will is a double-edged sword. It carries with it the responsibility to make right choices and the possibility of making wrong choices. I've done some pretty disturbing things over the last twelve days, and right now I am not at all sure what my final action should be. Of course, as a puppet I would not be responsible for anything I do. As a free agent, though, I'm responsible for everything I do. Total freedom can be terrifying.

So when I step inside the Cathedral on the evening of the last day and find the leading figures in this drama all waiting for me to make up my mind, anxiety suddenly hits me. This is it. "The Haruspicus's words shall be my words. His deeds shall be my deeds," I told the Developers. In a sense, then, the consequences of my choice will be very real. I personally will share Artemiy Burakh's victory—or his failure.

The Devotress's Argument

 
I choose to speak to the Devotress before anyone else, hoping to find out, at long last, what her angle is in all this. I learn precious little, other than that there apparently were at least two of her running around the town this entire time. "Perhaps I am not the Klara you knew before," she says. "There are a few of us, you know.... The face is the same, but who knows whose will is behind it this time?" This does not inspire my confidence in anything she suggests.

She suggests that it's not actually necessary to destroy the town or the Polyhedron. Whatever weird errands she has been running since Day 1, they have all been in service of forging a miracle that will preserve everything as it is while eradicating the Sand Plague once and for all. Her visits with Anna Angel and Catherina Saburov, the upsetting tales she told my Adherents, her offer of help yesterday with the Elder's final trial—all to bring about this supposed miracle.

This is all very confusing for me. Already I am disoriented—I was expecting something less heady when I first entered the Cathedral, and the translated dialogue isn't helping. The implications of this for what I already know are difficult to parse. The Haruspicus is a shaman of sorts, no stranger to the supernatural, but his is a mysticism of earth, flesh, and the harsh inevitability of death. The Devotress's talk of a miracle that can paradoxically save both the Polyhedron and the town is an alien concept. The Sand Plague did not arise spontaneously; it originated because of either the Abattoir or the Polyhedron. The only way to stop the Plague is to cut out its source. I tell the Devotress to keep her shadowy miracles and multiple personalities to herself and move on.

The Bachelor's Argument


As ever, the Bachelor is unbending in his contention that the town is a cancer and that salvation lies with the Kains and their Polyhedron. The only reason I think otherwise, he says, is that the Inquisitor has been lying to me, manipulating me to keep the town out of the crosshairs and her neck off the chopping block. When I ask him what makes him so sure of her cunning when I suspect her of nothing, he responds delicately that he's just better than I am at thinking logically. The Bachelor can be a bit of a prick sometimes.

Some of what he says makes sense to me: more sense than I anticipated, actually. I've been mulling over the revelation of my late father's involvement with the Polyhedron project, and I can't align it with my current beliefs. If my father, at one time the most important person in my Order, supported the Polyhedron's construction, shouldn't I as well? What if the Bachelor is right, and I've just been manipulated by everyone I've talked to? I have to trust someone if I am to decide, but maybe I've been trusting the wrong people all along.

The Final Decision

I talk to the Inquisitor, looking for confirmation of ... well, anything that I've heard so far. She seems cool and collected, deferring to me for a decision and not trying to guide me one way or another. I try to frighten her into giving something away by once again demolishing the fourth wall, speaking in my own voice instead of through the Haruspicus. It's a cool trick that I've discovered, and it does scare her ("Give me back my Haruspicus," she wails), but it gets me no closer to knowing what I should do. I turn to General Blok, pull up the options for my decision, and sit there, thinking.

I agonize for about ten minutes, turning over my options in my head. The Polyhedron has stirred up the Sand Plague. It's acting as a womb for some ... thing. I've thought it was the root of the epidemic for some time now. On the other hand, my father seemed to have no problem with it. Back at the Theater, one of the Developers told me that the town will always be imperiled by one thing or another: if not the Sand Plague, then war, famine, or plain old human depravity. Perhaps I should give up on the town as a lost cause and cast my lot with the Kains and their Utopia.

Then I remember the conversations I had with my Adherents this morning. They will grow up to be, in their own way, just as weak and selfish as their parents. They'll fall in love and rebuild their homes, scheme for power and double-cross each other, and eventually bring some new calamity on themselves. That is to say, they'll be human beings. Hotheaded Notkin, spacy Laska, bedraggled Mishka with her dreams of growing into a beauty—they deserve to live the normal, messy life that everyone lives. Unfortunately, the Polyhedron is a beautiful lie, with its false, unnatural promises of immortality and an earthly utopia. It's been siphoning the earth's lifeblood in pursuit of an impossibility. The lie must be destroyed and the lifeblood turned to curing the Plague if salvation is to be achieved.

I tell General Blok to train his guns on the Polyhedron and to fire at midnight, giving me enough time to herd the children inside to safety. Opening my journal, I write, "Will shall make my choice right." I push open the Cathedral's doors and step out into the clear night air.



I find myself back in the Theater, now cleaned up and closed down. A disembodied voice echoes off the walls: "We admit the victory of the Player." I am standing on stage, with little burlap dolls scattered around my feet. For the first time in the game, there is complete silence: no dour music, no industrial clanking in the distance. The only sound is my hollow footfalls on the wooden planks.


Up against the wall, I spy three life-sized dolls of the Bachelor, the Devotress, and the Haruspicus, all leaning against each other, huge among the smaller burlap figures. Here, at the end of the game, I feel a strange affection for the creepy little things. The Haruspicus figure in particular interests me. If that is Artemiy Burakh's body there against the wall, then what figure is standing before it? Whose eyes am I looking out of?

Mine, I realize. I, the player, Kevin, am quite literally standing onstage in the game. I've been there the whole time. The entire game was just a stage on which played out the drama of my decisions as a player. Maybe the town was all make-believe, but one thing was real: the choices I made within that imaginary world. Those decisions constituted the drama that took place here. Now the play is over.

I see a door to my right and open it, floating away from the Theater into a starry void.

Curtains.

Thursday, December 1, 2011

Pathologic: Day Twelve—Endgame (Part 1)

(or, in which the game shows Kevin what a REAL existential crisis looks like)

The morning of the twelfth day has come.

Infected in the past 24 hours: 337 people
Died in the past 24 hours: 635 people
Gone missing: 133 people
Number of dead at the moment: 7620 people
Number of infected: 535 people

This day is the last. Less than fourteen hours remain to make a worthy decision.



I have no idea what to expect when the game clock ticks over to midnight on Day 12. I've been getting letters from General Blok and the Inquisitor, who both tell me that I will be responsible for deciding the town's fate by the end of the day. All the backbiting and power plays and lying have resulted in a stalemate, and it's up to me to break it before the Sand Plague surges permanently out of control. The final council convenes at 7 pm in the Cathedral. By then I will have to have sorted out what, if anything, needs to be destroyed to save the town.

Until yesterday, this would have been an easy choice for me. But after hearing that my father was involved with the work on the Polyhedron and after discussing it with Duke, I'm no longer quite so sure that Petr Stamatin's architectural marvel is the root cause of the epidemic. I'm simultaneously eager and apprehensive about what will happen before this evening: eager because I'm finally going to get some answers, apprehensive because I don't know what ordeals await me before then.

Nothing could have surprised me more than what I see when I finally set foot outside my door in the morning.





The streets are utterly, eerily deserted. No children, no thugs, no infected—even the soldiers have vanished, with the exception of a couple of sentries who have inexplicably remained at their posts. I wander around for an hour, searching for any sign of life, but the only sound I hear is my own footsteps on the cobblestones. Even the Sand Plague is mysteriously absent. What's going on? When I talk to the Bachelor about it, he reacts almost with a shrug. He plans to tell General Blok to destroy the town. Don't you care that that will kill everyone? I ask. "Look around you!" he counters. "Everyone is already dead. The two of us is all that's left."

That's not entirely true, of course—there is the matter of the still-living Adherents, mine and the Bachelor's and the Devotress's. It seems that now is the time to cure everyone I can with the panacea I've been hoarding. I visit all 18 Adherents, curing the six who had fallen ill in the last few days. When I've finished, I have one flask of panacea remaining, and I finally allow myself the luxury of drinking it and purging the Plague from my body. After over a week of worrying and slowly hemorrhaging blood, I can hardly believe the sight of a completely empty infection meter.

This final journey through the town also affords me the chance to speak one last time with my Adherents. It's a goodbye of sorts. Whatever happens tonight, I probably won't see them again, and the eleven days I've spent helping them and worrying about them has forged a bond between us. I'm not exaggerating when I say that I'll kind of miss them when this is all over. They're already preparing themselves for the future. With Kapella coming into her powers as a seer, she's told them what their lives will be like if the town survives today, and they're eager to share this information with me. Notkin will manage the warehouses and forage for supplies out in the steppe. Spichka will grow up to be a savvy leader and merchant. Mother Keeper will act as my right hand among the butchers of the Order. And poor damp Mishka says she will move out of her cramped railcar and blossom into a tall, raven-haired beauty. As I move from one child to another, hearing their hopeful stories, I'm touched. Surrounded as they are by the relentless despair of the rest of the game, these moments are startlingly, charmingly bittersweet.

Of course, this being Pathologic, nothing goes untempered by hints of darkness. Khan and Notkin persist in their feud and are already plotting intrigues against each other. Spichka sees this and plans on using their conflict to his own advantage. Mother Keeper says that part of her role as my right hand will be keeping the nobles-to-be from tearing each other apart. If I choose to destroy the Polyhedron and save the town, the children will raise civilization from the ashes, but it won't take much for them to return to the backstabbing ways of their forebears. In this place, nothing ever truly heals.

The exact spot in the trainyard where I woke up bleeding twelve days ago. I've come a long way since then, but some places look the same as they ever did.
After I finish with my Adherents, I don't know what to do other than wait for the meeting at the Cathedral to start. Then at 6 pm I receive a mysterious letter from "the Authorities" summoning me to the Inner Sanctum of the Polyhedron. Eager to see the interior of this building for the first time in the game (and find out who "the Authorities" are), I rush inside and am greeted with the same amazing sights that Duke saw on Day Nine: warm colors, strange decorations, vertiginous stairways. I descend to the very bottom, with crowds of children silently watching me. I step onto a complex design etched into the floor. Abruptly, I am transported to a courtyard in the middle of a featureless void, lit only by a single lamppost. Two children stand beside a sandbox, staring at me. I strike up a conversation with the boy, and that's when the bottom falls out of reality.

Note the subtle change in scale: These "children" are as big as I am.
All of this—the Sand Plague, the slaughter, people dying agonizing deaths in blood-spattered houses—has been nothing more than a children's game, two kids playing with dolls in a sandbox. The boy is amazed to see me standing before him, for of course the Haruspicus also was a doll, a prop moved from place to place within the model town. "You came to life!" the boy exclaims. "You have been doing whatever you want lately. It's impossible! You are spoiling the game!"

I read the words with a dizzy feeling. Is that all this was? All the things I was forced to do to stay alive, all the dark places I had to visit, all the random catastrophes that occurred day after day—it was just a charade, pointless. To these kids, they were just ripping the wings off flies and smashing sandcastles for kicks, but down there in their creation, people scrambled for salvation. And I have only been their tool, playing the part they wanted me to play. I open my journal to find a new entry scrawled there:
It seems that all this time he had been thinking that he was a living man, saving living people. That feeling, without doubt, added to his aspiration, helped him reach the endgame and even triumph.


In vain, all this is in vain ... He is a puppet, saving dolls in a drawn town.
Everything I've done, then, has been meaningless. I feel like a door has softly clicked shut behind me, stranding me in a dark room. (Duke, who was sitting near me at the time, can tell you that I kept saying "No. Oh, no" over and over.) My struggles to save the town only felt real because of the magic of the Polyhedron, which the boy tells me "brings things to life." "We only made the town," he says, "but it became a wonder all by itself. We put the dolls we didn't care for in it ... They were handicapped anyway."

"I'm not a doll. I am a human being!" I reply. It seems to be less a protest than a futile whimper.

The girl beside the boy agrees with him. "You were never loved, really. You have always been a scary doll, and playing with you wasn't much fun."

Not to be overly dramatic, but I imagine that this is what losing my faith might feel like: God is capricious and sadistic, and he doesn't give a shit about you. I turn to leave the courtyard.



Outside the Polyhedron, I am surprised to find that I feel defiant rather than listless or hopeless. When I receive a letter from "the Developers" calling me to the Theater, I immediately march off in that direction, passing the Cathedral, where the council is beginning. I don't know what awaits me at the Theater, but I'm already steeling myself against it. I still have a decision to make, and I am going to make it even if it does mean nothing.

I am surprised yet again. Inside the Theater, an Executor and a Tragedian are waiting for me. When I speak to the Tragedian, his tone is sad. We have the following exchange, in which I experience one of the most electrifying moments I've ever had as a gamer.

Tragedian: You see how sad our fate is. We are poor actors, who hoped you'd be the director of a new pantomime, because the old one is so boring. But you turned out to be a doll ...
Haruspicus: But I am not a doll.
Tragedian: Did I hear correctly? Who is speaking?
Haruspicus: It's me—the player.

The conversation that changes everything.
Up till now I was merely playing through the Haruspicus, pretending to be him, having my in-game avatar do and say the same things that I would do and say if I were there. In one swift movement, that slight remove is swept away. It is now I, the player, Kevin, who is talking to characters and deciding the town's fate. People talk about breaking the fourth wall, but even that is passive for the audience—they are still observers only. What if, instead of merely addressing the audience at the end of a play, an actor pulled a spectator on stage and he became the play's main character? It's no coincidence that I'm having this conversation inside a theater.

The Executor, meanwhile, speaks to me of free will. It all comes down to choices, he says. Why are you here? To stop the evil of the Sand Plague from spreading, I answer. But was the Plague the real enemy? "It's just as much a weapon for evil as a scalpel is for you," the Executor says. "The disease will leave, it'll devour itself. War will come instead, famine will come after war, heresy will come after famine." It's impossible to truly save the town from anything. The true evil is apathy, resignation to fate. I may be a plaything of the Authorities, but I am no slave. The Executor tells me that it's the difference between predestination and prophecy. Predestined, I have no choice in the matter; I move and speak the way I must. When I fulfill a prophecy, I have absolute freedom. I simply choose to walk along the road that has been laid before me. My path to the Cathedral for my judgment has already been set by the Authorities, but I, the player, Kevin, am the one who will enter and decide.

Clicking through the conversation, I feel thrilled, liberated in a way. Yes, I am responsible for him [the Haruspicus], I say. I will stay with him till the end. His words shall be my words. His deeds shall be my deeds.

While my meeting with the Authorities made me feel abandoned and powerless, my meeting with the Developers has filled me with a grim sense of purpose. I walk back to the Cathedral, noticing that the clouds have finally lifted and the sun is shining. Without the Plague-scarred buildings and the ever-present brown haze in the air, the town is startlingly pretty. For the first time in the game, it looks like a place that might be worth saving.



At the Cathedral, I tell another Executor guarding the doors to let me in. The Executor stands aside. "Enter, Haruspicus," he says. "The meeting awaits your decision. The Queens have paralyzed each other. A tragic stalemate is threatening the game at the moment. You are a pawn that's become a queen. Finish it, it is endgame!"