Spencer Yan’s My Work Is Not Yet Done is a game that defies traditional categorization. It seamlessly combines elements of survival and simulation genres, resulting in a unique and narrative-driven investigative horror experience. The game delves into the interplay between human identities and meanings within an uncanny wilderness, creating an immersive and thought-provoking adventure.
In My Work Is Not Yet Done, players take on the role of Avery, the last surviving member of a ill-fated quest to uncover the origins of a mysterious transmission. As Avery, you are tasked with performing complex maintenance tasks on environmental sensors while piecing together the truth behind the mission and the enigmatic signal. The game draws players into a world of intrigue and uncertainty, with its dense two-tone aesthetic and ever-shifting naturalistic sounds that provoke a sense of unease.
While there are numerous aspects of My Work Is Not Yet Done that have captivated players, one element that stands out is the game’s remarkable simulation of bodily processes and excretion. In response to a playful invitation from Twix, Spencer Yan revealed the game’s meticulous tracking of calorie consumption, as well as the presence of solids and liquids in Avery’s digestive system. This data is used to calculate Avery’s desires to urinate or defecate.
At first glance, this level of detail may seem excessive and irrelevant to the overall experience. However, Yan clarifies that there is a deeper thematic function to this simulation. He explains that the game revolves around the futile attempts to communicate and make sense of complex, semiotically opaque systems. Therefore, the inclusion of bodily processes serves to introduce an additional layer of uncertainty and abstraction in every interaction.
Yan’s intentions become clearer as we explore his essay on the game’s Github page. He expresses a desire to create a gameplay loop that encourages players to decipher meaning through careful discernment and critical subtraction of excess information. This approach stands in contrast to lore-heavy games that often rely on additive speculation. By embracing the necessary incompleteness of knowledge and interpretation, Yan aims to provoke thoughtful engagement from players.
The survival element of My Work Is Not Yet Done provides the framework within which all these intricate details and philosophical musings unfold. Hunger, thirst, fatigue, nausea, and discomfort are all part of the game’s material body mechanics. They mirror the constraints and demands experienced by individuals in real life. The game suggests that these bodily functions are not mere inconveniences, but rather the foundation upon which our existence is built.
It is worth noting that the inclusion of bodily processes in games is a departure from the norm. Few games dare to delve into such realistic simulations of excretion. Games like The Sims and Slime Rancher have touched upon this topic in various ways, but My Work Is Not Yet Done takes it to a different level of complexity and significance. This attention to detail adds a layer of realism and expands the boundaries of what games can explore.
My Work Is Not Yet Done is a remarkable game that defies expectations and offers a unique and thought-provoking experience. Spencer Yan’s intricate attention to detail, particularly in the simulation of bodily processes, elevates the game’s thematic exploration of uncertainty and abstraction. By embracing the complexities of human existence and the limitations of knowledge, the game challenges players to engage critically and meaningfully. It is a testament to the potential of video games as a medium for exploring profound philosophical questions and pushing the boundaries of interactive storytelling.
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