Damocles 2
This video game explores Pavlovian concepts related to the search for meaning or purpose intrinsically linked to the medium of the game, specifically the traditional video game. The Damocles guild explores the player's relationship with a variety of virtual items. The goal, if it is one, is not individual. Participants are encouraged to collect as many swords as possible. In this seemingly hostile world where stereotypes of the video game world coexist, no one can hurt themselves. Although dragons, extraterrestrials and other figures are moving towards the player and threatening no system of life, death or elimination exists. The player is denied any form of finality. The game is not governed by a system of time, so its beginning and end depend entirely on the duration of the exhibition. The version of this work that I propose for the exhibition has several changes. First, I made a graphical and structural optimization of the game, which was previously rather heavy. Secondly, in the context of digital literature, I create a text giving instructions to the viewer. This one is inspired by the video game literature, between a simple and epic text. Third, I punctuate each collection of swords with a word of encouragement on the screen. In the video game, this encouragement literature has the main function of encouraging the player to continue playing. Every moment of success is underlined. In the case of Damocles 2, he takes a subversive function, he encourages the player, but what? The text confuses the viewer towards a non-finality.