Inspired by last month’s Blogs of the Round Table theme, Taking Games Seriously, Making Games Seriously, on designing a game concerning a pressing social issue, I decided to write this post. Please note that it contains some themes which may prove disturbing.
Rated AO. Titles rated AO (Adults Only) have content that should only be played by persons 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity.
Quo Warranto? appears to ask its players to - explicitly or otherwise, depending on their own “decisions” - endorse torture. I envision its release for the Nintendo DS. It is part First-Person, 3-D part side-scrolling 2-D.
In writing this piece, I have tried to stick to a specific, descriptive tone. I imagine an extremely linear game, in which the player’s own “input” is constantly mocked by the impetus of the game’s plot. Again and again, the player is presented with a situation in which they appear to have choices, where in reality their only choice is to defer to in-game authority or shut off the game altogether. The game comes across as impersonal and abrasive, even during its calmer scenes, so that the player never becomes comfortable, and as there are no goals to be reached, the player can never become satisfied with their progress. I don’t imagine it being a long game. Perhaps it would take less than half an hour to play through the entire thing.
The player finds themselves in a three-dimensional space: an office, not tidy, but not cluttered, and surrounded by the dated and ugly office furniture of the early 90s. There are no windows. There are many coffee-cup ring-stains on the desk, which is noticeably large. There is an American flag in the corner. The office is somewhat spacious; apparently, the player is a Person of Some Import. There is little to do in the office, but there are many papers on the player’s desk. The player is beckoned to sit, and sort through their paperwork, which brings up a sort of subscreen consisting of hundreds of boring and very wordy documents. After a few seconds, however, certain words in the document on the top of the pile begin to swell and morph. Within moments, these proper nouns - formerly synecdoches - have completely transformed into the physical entities they represent, creating a new, crude, two-dimensional world, which the player interacts with through an interface not dissimilar to that of the LucasArts adventure games. The player’s avatar appears, and, now visible for the first time as a faceless suit, interacts with their paperwork physically and personally, just like Guybrush. And, just like Guybrush, the player is free to explore this new world as they wish.
In the player’s initial interactions with the characters and places named in the document, the player is able to comprehend little of what is being told to them. They are bombarded with waves of strangely-dressed peoples and foreign-sounding place names, and little is asked of them. Once the player has spent enough time in this world to recognise that they are out of their depth, they are suddenly forced out of the two-dimensional world of the documents and into reality. Another faceless suit sits across from the player, relaxing, with his feet resting on the player’s desk. Seeing the document in the player’s hand, this NPC reminds the player that he is a Person of Some Import, and asks him about “the case.” The player is given an opportunity to respond, and is presented with three dialogue options:
No. 1 “…”
No. 2 “…”
No. 3 “…”
“I’m your friend,” claims the NPC. “I’m your friend, and I’m here to help you.”
It is made clear to the player by the NPC that they will soon be asked to testify to the United States Congress, to give their opinion on this case as an expert on the subject matter. The player’s screen fades to black, and an impersonal muzak jingle plays to signify the passage of some time. Once the player resumes control, they find themselves back in the office, this time with a different pile of paperwork on their desk. Once again, they enter the adventure game world of the top document. Once again, they are free to explore this world as they decide. Some of the place names and people in this world are vaguely recognisable, since they appeared the last time the player entered this world. This time, too, there is some semblance of coherence to this exploratory experience. After some time, though, a man in a colossal, stripey hat meets with the player in an alleyway, and demands protection money. On discovering that the player has no money on him, the man demands that he sign a document offering his life in servitude, and the player is forced to sign their name on the touch screen in order to advance. At this point, the veil of the adventure world is once again abruptly lifted, and the player is returned to their office.
This time, the player has left the adventure world early enough to see the aforementioned NPC walk in, smiling with chalk-white teeth.
“I love you. Everything I do is for you.”
He beams at the player, and hands their avatar an envelope.
“Everything.”
The player’s avatar places the envelope in the bottom drawer of his desk, which he locks with a key. The NPC holds out his hand for the key, and the game cannot progress until the player drops it into his fleshy palm. His eyes wrinkling into his already nauseating smile, the NPC backs out of the player’s office, bowing every few steps.
“Everything.”
Again, the screen fades to black, and again, the non-committal muzak plays to signify the passage of an unknown period of time. Returning to their office, the player finds a different collection of papers on their desk, and, again, they enter the strange adventure world of the topmost document. This time, the world is just one giant labyrinth, inhabited by NPCs who spew spliced and confused platitudes. After some travelling, the player discovers their master, the man in the stripey hat, who demands only one thing of them: that they remain still and watch the events about to unfold. If the player ever attempts to move during the next scene, their movement is inhibited and the screen obscured by the document which they signed with the man earlier.
The man in the stripey hat drags a blindfolded, naked inhabitant of this strange world toward the player by a leash, and pushes him to the ground. The game forces the player to watch as he defecates on the prostrate man’s face. The player continues to watch as he pulls a blowtorch from his jacket pocket and burns the man’s toes into blackened, charred stumps, before ripping them from the man’s foot with a pair of pliers. Leaving the room for some time, the player is forced to listen to the man’s excruciating screams for over a minute before the man with the stripey hat returns, and shakes the player’s hand vigorously, staining their hands with blood.
One more time, the player returns to their office to see the NPC waiting for them. He beckons the player to come with him, and then leaves through the only door in the office. The player follows him, into a tiny, dark room and sits down on the floor next to the NPC, who sits at a small desk.
A few moments pass, and then the NPC introduces himself as “the United States Congress.” He introduces the tiny room, which he addresses as “the Court,” and the player, whom he identifies as “The Taxpayer.” He produces the envelope which the player placed in his bottom drawer earlier in the game, and from it, he extracts a number of glossy photographs. Turning the face the screen, he shows the player the prints, which depict some extremely disturbing images of humans being tortured, and then asks them to agree that carrying out acts of violence such as these help to protect America. Once again, the player is presented with three responses:
No. 1 “…”
No. 2 “…”
No. 3 “…”
“Very good. Sign here, please.”
The player is presented with the contract which they signed earlier in the game, their signature still intact. The moment their stylus hits the touchscreen, the contract is retracted.
At this point, the NPC leaves with his papers, and the images of extreme torture are left on his desk for the player’s perusal. The game effectively ends here.









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