Have you played Curiosity yet?
If you have an Android or iDevice I really must insist that
you do. Now that the servers have settled down it’s become something really
quite special.
For those of you who don’t know what it is, Curiosity is the
first title from 22cans, the studio that Peter Molyneux founded after he left
Lionhead. That should tell you something in itself. It is part social
experiment in cooperation and compulsion, part experiment in game mechanics.
There’s a cube. There’s something inside it. Everyone can see the cube and
everyone can chip away at it, but only one person sees what’s inside. And
what’s inside is something secret, yet something that is supposed to be incredible.
Will the person who gets to the centre of the cube keep it for his or herself,
or will they share it with the rest of the world? Will we ever get to the
centre of the cube? It’s a massive job. Maybe the experiment is a way to find
out how long something will hold the world’s attention before the world gives
up. You can keep guessing about what the real experiment is and what’s in the
centre. The only man who knows for sure is Peter Molyneux and he’s not telling.
What is certain
about Curiosity is that it’s bloody addictive. You can easily sit there tapping
away for hours and not notice the time pass. You find yourself making patterns
as you painstakingly expose the surface below, trying to piece together the image
underneath the layer that may or may not be an image at all, or seeing how
quickly you can clear a screen or even just switching off and tapping
mindlessly away. Everyone I know who has played it gets something slightly different
out of it for themselves. They’ve been drawing pictures, writing messages along
the cube’s surfaces and even censoring some of the more lewd ones out there.
During my reverie, I’ve noticed that Curiosity is just about
the purest game I have ever played. Look at it like this. Almost every game
from the dawn of the electronic age, from Space Invaders to Tetris to Mario 64
right up to Call of Duty essentially boils down to one thing. Making stuff go away.
Clicking on things until they disappear. Shoot the aliens or the terrorists,
sling Bowser into the lava or clear those blocks. Make the things go away to
keep playing.
Curiosity is the ultimate distillation of that line of play.
It strips away the distracting graphics, giving you nothing but a cube. It
takes away the peril, and gives you peace to work in. It takes away the enemies
and gives you surfaces to clear. It takes away the weapons, rather than blowing
shit up, you’re left with nothing but your finger to tap cubelets and make them
disappear. Rather than move, you spin the cube and zoom in and out. The score
becomes coins found under the surface. They’re there to be spent almost
exclusively on clearing cubelets from the layer the world is currently working
on. You get the feeling that the soothing music is only playing because there’s
such a thing as going too far.
What you are left with is the cube, a goal and a simple means
to attain said goal. And amazingly, that’s enough. I’m happy to spend time
clearing the cube knowing that my chance of seeing inside is miniscule. I’ll do
my bit and hope to high heaven that the person who does is the generous type.
Perhaps one of the kind of people that share their whole life over the social
media.
Here’s hoping.
Maybe that statement says something about me. Maybe it’s
what Mr Molyneux wants all along. Maybe the cube is intended as a mirror from
which we learn something about ourselves. Maybe I’m just talking pretentious
rubbish. There has been a lot of reaction to Curiosity, and amongst all the
variation, quite a significant number of articles contain a phrase along the
lines of, “you must play this.”
And doesn’t that make you a little bit curious?
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