The Indie Game Magazine October 2015 | Issue 54 | Page 11

taking Joy and beating up on Downers, and how everyone on Facebook is happy all the time, and kids have to take Ritalin so they’ll sit still in class, and millions of people are on Prozac, well, that is your right, innit?” This seems to be a fair point. In many games, the meanings that the stories impart on players are either vague due to the game being merely for fun, or deeplyspecific because the gameplay relies on the details. Even games that share the same amount of background story as We Happy Few may not have the element of repression and revisionist history, leaving those who play this game with a unique perspective. If modern parallels are to be drawn between those who wish to shelter themselves from unpleasantness via medication and selective sharing, and those who want to forget an awful bit of their past using the same methods, it’s difficult to deny that privilege. This is a real city that underwent a real trauma, and these are real people dealing with it in a really nutty but plausible way. I don’t think Wellington Wells is much more outlandish than North Korea, say, or the Moscow Show Trials. We’re showing how people remember what they want to remember, and forget what is too uncomfortable to remember, and what is the cost of that? So I think the game aspires to address real issues. But we’re not selling an ideology. That would make it propaganda, not art.” strict regulations. Of course, the point is that a very extreme form of censorship and a rigid ruling hand would be required to achieve a Wellington Wells-ian state. One very clear delineation, figurative and literal, is the gate that divides Wellington Wells from the ruins of the Garden District, a stark physical reminder of the past being called into question. A small population of former Wellies live there, driven mad by Joy consumption and addiction. These Wastrels serve as a warning to the player as to what can happen if Joy is abused in the game. Memories lost, forever A key word in this explanation is “plausible”—and indeed, it may be that element that has led to comparisons between We Happy Few and another utopia-driven narrative, the BioShock series. While the art shows the world of Wellington Wells to be outlandish, giving players enough distance from any sort of uncanny valley, there are elements of the town that show the compartmentalization necessary to achieve an outer facade of perfection; Discussing more of the thematic elements it also shows the steps necessary to at work, Epstein also touched on some maintain those compartments (and the points that are at once unsettling and consequences if those steps fail). intriguing to many about We Happy Few: While Epstein and the other members of “One of the early decisions we made was Compulsion Games say that We Happy Few that although the game is highly stylized, is not meant to be a political statement, the people are all real people. There is no it’s easy to view the game as, at the very magic, no dead gods, no hideous Eldritch least, a satirical take on a culture concerned rituals in the catacombs. It’s not Dark City. with saving people from themselves via www.indiegamemag.com 11