Is it a Pipe Dream? Is it a Pipe Dream?

Note

This devlog was first posted on itch.io.

After a good 72 hours of development followed by a day of rating other entries and resting, I was finally in the mood to write something down, a stream-of-consciousness dev log, if nothing else.

At half past six in the morning, I was woken up by a noise, leapt out of bed, and refreshed the page to check the theme: old tech. Okay, time to go back to bed. Tbh, I’m not that impressed by this theme. It practically suggests a retro game genre or atmosphere, territory that indie games have been enthusiastic about for years, making it all too easy to land on well-worn sub-genres: browser-window sims (e.g. Hypnospace Outlaw), workplace sims (e.g. Papers, Please), programming sims (I miss Zachtronics), or Game Boy / Game & Watch style throwbacks. It does somewhat ease the development burden, as developers can lean into the retro vibes and their constraints, turning limited visuals and audio into a stylistic choice rather than a shortcoming. But the theme’s very ubiquity makes brainstorming considerably harder, because I didn’t want to overlap too heavily with excellent games I already knew.

Still, I understand why the theme won out. In an era where technology and society shift too fast, people can’t help but feel nostalgia as a kind of defence mechanism. Anything old, mechanical yet comprehensible, complicated yet manually operated, things that paradoxically give you pleasure because of the effort they demand, like film cameras (even if you never lived through the age of film), carries a familiar, surplus charm. And so people keep fantasising that by possessing or operating such objects and technologies, they can rediscover creativity in the act of labour, as though they might thereby regain a grip on their own lives. Nostalgia, the longing for a home or a warmth that no longer exists or never existed, this seemingly classical, romantic sentiment is born of modern anxiety, or rather, of an anxious modernity.

In a word, retro as a complex itself is too common and familiar to people. With that thought in mind, I went back to sleep for a few more hours, trying to talk myself out of disliking the theme. In the instant before I drifted off, I felt a sensation of falling and was suddenly struck by an image: someone who accidentally slips through a rift in time, but instead of changing history and stuff, they use this mechanism to hawk second-hand goods across past, present, and future (ofc, things we take for granted today will themselves become old tech to people of the future), peddling so-called second-hand nostalgia in an ironic pose. This idea was gradually reshaped through rounds of self-reflection and discussion with my teammates into something else: to exchange items across different eras, collect unique and bizarre old technology objects, and let them collide with the stories of people from different ages, triggering a kind of dramatic reaction. We drew enormous inspiration from the book Extinct: A Compendium of Obsolete Objects, and among its entries we found the pneumatic post. We immediately decided that the “vintage second-hand shop” could be replaced with a “pneumatic post office”, aligning both the gameplay vehicle and the narrative content more closely with the old tech theme. It not only opens up space for gameplay design but also carry a potent retro charge of its own.

A random gameplay screenshot. Art by @Spring :)

Must nostalgia always look backwards? Intersecting with nostalgia’s retrospective gaze is, in fact, the forward-looking imagination of people from the past, with their visions of and yearnings toward the future. Things that are ordinary or retro to us now might have been thrilling high tech to people a hundred or two hundred years ago, or even a miracle. After all, our current technology grew from past imaginings. So although the “time machine” in our game is not itself old tech, we still placed it at the heart of the game’s core loop. With it, and with an in-game pneumatic tube network that reaches different cities (whose name hidden beneath the zip code), we tried to break down the very distinctions that nostalgia as a concept draws between time and space, subject and object. When you can pick up an object, examine it alongside the description left by its previous owner, and send it off to change someone else’s life, what drives you to keep playing is no longer nostalgia itself, but the pleasure of reading other people’s stories, and the affirmation of your own agency.

How should the game end? Nostalgia is a daydream and an enclave you build for yourself; old tech is merely one of its vehicles. The leisurely nap and the pipe dream come to an end - no matter what, you still have to face how to live in the present. Your impulse will draw you back, again and again, to the retro, to repeat what cannot be repeated, to tirelessly experience yet more possibilities, to collect more obsolete objects. Or perhaps, in a single moment, you finally resolve to leave, to seal the experience of a minute ago inside a capsule you will never reopen, and to face whatever comes next in a life whose direction you can’t yet see.

Of course, you know that this is a fictitious choice.