The Epistolary Game

We’re all familiar with epistolary novels, where a fictional story is told through assembled ephemeral documents – letters, newspaper clippings, diary entries, etc. This is not mere collage; all of these source documents are themselves fictionalized. Frankenstein, Dracula, the early works of Jane Austin, and House of Leaves are popular examples of this form.

There are epistolary films too, though nobody really calls them that. Perhaps the film is composed of footage from home movies, news broadcasts, youtube videos, etc. The Blair Witch Project’s “found footage” conceit inspired many similar epistolary horror films. Here, this structure is used to enhance verisimilitude, bringing the horror closer to reality – could it possibly, conceivably be real?

Recently we’ve also seen experimental film use real documentary footage to tell fictional stories, like the use of hours of cut together surveillance footage to create a narrative in Dragonfly Eyes, or the use of an obscure, obsessive youtube user’s hundreds of videos to construct a dark fictional narrative in Fraud. This form allows the filmmakers to really prod at questions of documentary ethics, the evidentiary value of video, and the latent pathologies bubbling under the surface of their source footage. I don’t know whether you’d really call this trend “epistolary”, but it’s too cool not to mention.

In recent years, we’ve started seeing epistolary games. This is pretty interesting stuff! What are the sorts of ephemeral materials that can be brought together to tell this kind of narrative in this relatively young medium?

The Beginner's Guide

The Beginner’s Guide has you play through the collected works of a fictional indie game developer while you listen to commentary layered over them by the developer’s friend. You learn about the developer’s history and his issues through playing his games. This is sort of a museum style experience where you learn about and analyze an artist’s curated works, but it’s also quite voyeuristic in tone, as you feel you’re learning more about him than he really wanted anyone to.

Hypnospace Outlaw

Hypnospace Outlaw takes place entirely within a fictional 90’s operating system and web browser. You play as a moderator hired by this big AOL-style corporation that runs its own walled-garden internet. You browse websites taking down violations, you check your email, you download goofy software widgets and midis. You immerse yourself in this skewed version of the 90’s internet and take a very morally ambiguous role in corporatizing the wild old web.

Tacoma

Tacoma is a science-fiction walking simulator that takes the epistolary format to very original places. You are a sort of insurance investigator type who explores an abandoned space station to retrieve AI data and piece together what happened there. Everyone on the ship was equipped with augmented reality devices, and the metadata from those devices is still logged on the ship’s computer.

In each room of the ship, you can download its most recent AR metadata and play it back. This metadata can tell you a whole lot. You can see silhouetted outlines of the crew members’ bodies as they move through space. You can hear their voices as they talk. When they open up their own little smart devices, you can see exactly what emails, web pages, or other materials they were viewing at that time. I really enjoyed the way this game gives you the full epistolary narrative experience through a kind of document that doesn’t even exist in the real world.

What epistolary games have you played? How do they use this form in interesting or surprising ways?

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It’s been years since I’ve played Digital: A Love Story, but it’s thefirst to come to mind. The whole story is told through a BBS interface and you follow the plot through the messages that are sent between characters. It’s linear and there aren’t many choices, but being inside of that environment to read the story adds a lot.

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Minor funny English nerd note is that the novel as a form started as epistolary and then moved towards where it is now.

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All those games where you’re going through someone’s phone, email, etc as the primary mechanic spring to mind. A Normal Lost Phone, for example. Or Sarah Is Missing

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And I guess it’s fair to say that the whole epistolary thing has become one of the primary modes for worldbuilding in a lot of games? Your audio logs, terminal notes, etc

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Number one with a bullet gotta be Her Story

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Doom 3 taking its rightful place as the game with the biggest tie to literary history

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what was the first game to do this? marathon?

I’m particularly curious to hear about other games like Beginner’s Guide where the “epistolary” side of the game is not just letters or audiologs or whatever, but instead occurs within the medium of gaming. Which is to say, the in-universe documents composing the substance of the game ARE games. Does anyone know of any others?

Edit: Actually, the Game Center CX Nintendo DS game is like this! You play as a child in the early 90’s, and the substance of the game is playing fictional home console games. The narrative is the story of a childhood growing up loving video games. As time passes, new games and new consoles come out, and you get to play them. You also get to read through fictional game magazines that talk about these games and give you tips and secrets. It’s great stuff.

That game’s history of gaming pretty much parallels our own, but it’s fun to imagine a game that takes that same format, but depicts some weird alternate universe where game history developed quite differently.

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I guess there’s that weird square enix game about playing a haunted rpg? nanashi no game http://www.hardcoregaming101.net/nanashi-no-game/

most of Nathalie Lawhead’s games are framed as programs or files within fictional desktop systems with their own strange functionalities as well!

thimbleweed park has a section where you find and play an old text adventure game on a strange alternate-history computer; the existence of the game feeds into the plot but I don’t recall if anything about the game itself was particularly revealing.

cosmoserve is an old text adventure which includes in-game simulations of both DOS and CompuServe message boards - developed contemporaneously with them both so it sounds like an interesting time capsule of weird canned references. unfortunately my DOS knowledge is so spotty I never actually managed to log on to the ingame CompuServe equivalent…

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What about that oikospiel game

Stories Untold, which was one of those weekly free games on the Epic launcher, is split into chapters. In each chapter, you (who “you” are is kind of the whole thrust of the game’s story) play a text adventure, but each time it spins further outwards, straying further away from the diegetic computer the text adventure is being played on. It contextualizes these diversions by adding new game mechanics each time, relying on the player’s knowledge of typical game design to reinforce certain narrative points.

It’s not as good as it sounds. The story you eventually uncover is an utter cliche and the writing descends into utter banality. Much less than the sum of its parts. The structure could contain a much much better game.

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Virtual Virtual Reality has you putting on VR Headsets within the game, descending further and further into weird VR environs. It’s not one coherent environment - it’s explicitly various simulations within simulations. Sort of.

It’s weird, is what I’m saying. I think it counts.

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Is this not the setup for Superhot?