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You know how I know you're game?

Game, game, game, and again game engendered several reactions in me. When analyzing the game as a narrative, one might question what exactly is the narrative? Jason Nelson is espousing an irreverence for many standard conventions of society. This is stated in the about at the top of each page( oh, and on a side-note, he misspelled consumerism), however the player of the game would be able to determine this from the narrative without the help of the about due to the layout of the game. For example, the first level is an obvious critique of any number of religions which derive their beliefs from a written text, as the embedded text makes abstract comments on the written tenets of a faith blindly assuming that the faith they refer to is the one and only ultimate truth. The second level's prominent cross structure again illustrates to the user a religious theme. This is further enforced by the nonsensical text which appears in roughly the same format as readings from the bible. The social critique is a bit heavy handed though. Had the level merely contained the cross without the text, and perhaps some in game devices that illustrate Nelson's approach to the subject without making such direct comments on the subject, it would be a more potent piece resulting in a more thought-provoking experience.
Also, the text within the game brings to mind Ryan's concept of one medium containing another medium embedded within it, perhaps this is an example of that?

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