Tiny Weird Future Farm v1.1 commentary

Is Tiny Weird Future a commentary on Facebook games, Zynga games, or computer games in general?   Although these critiques are nothing new the use of twine offers a different perspective.  In the beginning of the game you discover your “crazy weird uncle” has just died.  Immediately you are met with two decisions; sit in your apartment or play this game you just inherited from your uncle.  In actuality you aren’t given real options the twine passages cycle until you choose the passage to “get farming” and so I got farming.  Click, Click, Click my mouse is all I did and there were no flashy lights, or celebratory music to keep me going. The plot is basic,  you have 60 turns and in those turns you must feed the cow, plant your beans, and keep the vampires away by any means necessary.  These actions are done by clicking from a list.   The game is so easy I heard my self saying “WTF T.W.F”?!?!   The simplicity of hypertext  unmasks the  grandeur of games like farmville and vampire wars.  The satiric parody TWF takes away all of the flashy lights, sounds, and most of the incremental rewards to reveal how games like farmville or vampire wars are similar in their simplicity.  We get the sense that this is also an escape from reality by the use of words to describe the apartment.  The narrator refers to the apartment as “crappy” when you are given the option to leave the game.

Tiny Weird Future Farm scene prior to "farming"

Tiny Weird Future Farm scene prior to “farming”

 

TWF Farm

TWF Farm

Tiny Weird Future juxtaposes the repetitive game you are playing and your virtual reality apartment.  These two worlds in the game are your only option.  Because we are removed one level from the game we are able to recognize the hopeless scenario created by the players relationship to the game.  The character you plays’ reality shows that  other than this game and their modest apartment, the player has nothing better to do with their life.  It is easy to dismiss the validity of the character as unrealistic because nobody in “real life” would be forced to play a game.  The actuality is computer addiction is a real thing and can be triggered by traumatic events like death of a family member.    Perhaps the game is a coping mechanism for the player.  Whether TWF Farm is an escape or a distraction, walking away from virtual beans, cows, and zombies is practically impossible for the player.

 

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