Don’t Play the Goose Game
Like games, geese are notoriously annoying. They’re brusque, clumsy, and territorial. If you are a person and one appears on your country estate, the advice recommends avoiding engagement and then standing your ground if it charges. Show the goose who’s boss. A recent, hugely popular video game, Untitled Goose Game, stages this conflict. For some reason, it turns out to be familiar to everyone, even city slickers who have never seen a goose in person.
It’s fun! Being a goose for a while is diverting and surprising, and embodying one in a simulated, pastoral environment speaks to the flexible power of games as a medium. Games turn the world on its head, allowing you to become all the things you are not: a criminal, in Grand Theft Auto; an explorer of alien worlds, in No Man’s Sky; the universe itself, in Everything. You gain a new perspective, having had the opportunity to be something grander than—or just different from—yourself.
The only problem is that you have to play the game to do so. And playing a game is a chore. That’s the big problem with video games: To enjoy them, you have to play them. And playing them requires exerting the effort to operate them. Games are machines, and broken ones at that. The player’s job is to make them work again.
Untitled Goose Game became a —and a —in the month since its release. It did so, in part, by offering a counterintuitive way out of the quandary of game-play’s fundamental aggravation: Someone has to play the game, but that someone needn’t be you. It might even be more fun to play the game than to play it. Untitled Goose Gameis a game about work’s ubiquity in the guise of a game about leisure’s
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