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Indie Nation #61: Today I Die

Anthony Burch
2:00 PM on 05.15.2009
Indie Nation #61: Today I Die photo


Every Friday, Destructoid highlights a fun, innovative, or just plain interesting independently-made game for our Indie Nation series.

I've been putting off highlighting Daniel Benmergui's work for months, but now that Today I Die is finally live with a functional donation system, it's finally alright to tell you about him.

Though Today I Die is Benmergui's most recent game, it's also the third installment in what he calls the Moon Stories trilogy, which also includes I Wish I Were The Moon and Storyteller. You don't need to have played these games in order to enjoy Today I Die, but they're really damned good to begin with so you should probably try them out anyway.

Today I Die is sort of a puzzle-poem game. I'm not going to bother explaining what that means, outside of once again suggesting that you just play it and find out for yourself. As always, you can also hit the jump to hear me rave some more.

I'm having a remarkably hard time vocalizing what I like about Today I Die.

I like that it takes relatively dull gameplay, but makes it new and interesting thanks to the central poem creation mechanic. Even though your interaction with the poem is generally pretty limited, the fact that you progress through the game by adding new words to that poem and essentially making up new themes and ideas with those words is very interesting to me. In order to complete the game, the player is forced to say, "alright -- this is what happens in a dead world when I shine...let's find out what happens when I shine in a dark world." Without actively attempting to, the player engages the game's thematic content through this central poem mechanic.

Technically, most past artgames have attempted to do the same thing. By learning how to succeed at something like Gravitation, the player is meant to subconsciously understand what the mechanics at work actually mean. In reality, however, this process is clunky and overly player-reliant in most artgames, Gravitation especially. Rather than simply playing the game and letting these realizations of theme and meaning dawn on you through play, most artgames force the player to just sit and think really hard about what mechanics symbolize which human emotion, and so on and so forth. This is not to suggest that this such mental gymnastics are not a reasonable thing to ask of the player, but they're also tedious and often feel sort of lazy (my game Runner is guilty of this as well).

Today I Die, however, makes that process of thematic discovery much more streamlined and automatic. You don't have to spend a half hour scratching your chin, thinking about awkward mechanical symbolism in order to understand Today I Die -- the process of emotional and intellectual understanding is immediate thanks to that central poem mechanic. You're essentially playing the subtext of any given poem at the time, and your actions are effectively inextricable from the frame provided by the poems. 

Granted, the game does still lend itself to a bit of symbolism-heavy intellectualizing -- one has to wonder what it means to "shine" -- but while playing, I experienced a clearer, more immediate emotional arc than I do with most artgames. 

So, yeah. Go play it, and then play Benmergui's other games.





Legacy Comments (will be imported soon)


you know what? personally, i think it's less of a game, and more of an interactive work of art.

And also, personally, I don't know if games are art yet. And why do people want it to be art so much? Games don't need to be art to be respected...
I agree. I got an immediate emotional response playing this game and the poem mechanic is really neat.
Got a nice feeling after finishing it. I really liked how there were absolutely no instructions what you were suppose to do. It almost seemed as if each "world" was a nice pixelated post card. But then you realize you can do shit and having to break out of those worlds was something that was refreshing.
Don't forget the multiple endings!
ARTSY FARTSY

Sorry.

I really enjoyed it. Gonna try these other games next.
Great trilogy, did Daniel have anything to do with "I fell in love with the magic of colours" but that's another awesome interactive piece of Flash art that uses pixels.
Thanks for raping my mind again mr. burch. Great game.
After playing the first two games of the "series", I have to say, I was very impressed with Today I Die; it was a very uplifting experience.
For an artgame it has some pretty interesting game mechanics, I love the part where the environment changes when you replace words with another. I found this to be slightly fun. Yes that's right, FUN. I kid you not.
I downloaded this game like a week or so ago and loved it. The mechanics of really intrigued me. I think i might do a prototype soon based on the mechanics but on a bigger scale. The word replacing world changing aspects really drew me in, especially looking at it with a designers eye.
Great experience this. Interactive poetry done very well!
I liked it...its pretty with good music and it had a happy ending
Um, am I missing something here? Replace one word for the other, background changes, repeat. Nothing else happens. What?
@nick:

My sentiments exactly.

Then again, I failed to see the appeal of 'you have to burn the rope' so maybe I'm missing something?
OK, just got it, wasn't doing it right...
Today more than ever, I hate happy endings. Neat concept, though.
That was pretty cool.
'I Wish I were The Moon' was my favorite indie game for a long time. This is definitely an excellent follow-up.
"I'm not going to bother explaining what that means, outside of once again suggesting that you just play it and find out for yourself."

Explain to my why it is you work for a video game news/review website again.
Really liked this one. Not really sure what artsy, intellectual subtext was going on, but I found it interesting to play with great music.
Liked this one a lot. Really artsy, but really good.




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