Reappraising <i>Braid</i> after a Quantum Theory of Time

<i>Braid</i>&#8217;s (Jonathan Blow, 2008) time-bending gameplay allows players to engage with a virtual world in which a player&#8217;s perceived &#8216;past&#8217; can be endlessly rewritten, duration extended, and the ludic arrow of time can be reversed. One could assu...

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Bibliographic Details
Main Author: Conor McKeown
Format: Article
Language:English
Published: MDPI AG 2019-10-01
Series:Philosophies
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Online Access:https://www.mdpi.com/2409-9287/4/4/55
Description
Summary:<i>Braid</i>&#8217;s (Jonathan Blow, 2008) time-bending gameplay allows players to engage with a virtual world in which a player&#8217;s perceived &#8216;past&#8217; can be endlessly rewritten, duration extended, and the ludic arrow of time can be reversed. One could assume that as mistakes can simply be undone, in-game actions cease to have consequences. However, the climax of the game&#8217;s narrative arc disrupts our assumption of control over these mechanics and encourages players to reflect on the possible moral implications of actions, both in context of the game world and&#8212;through careful invocation of real-world scientific experiments&#8212;on everyday life. In this paper, I propose that <i>Braid</i> uses gameplay to explore the difficulty of making moral judgements in a world without an objective past. This is, for the most part, achieved through <i>Braid</i>&#8217;s utilization of a specific interpretation of quantum theory&#8212;in accordance with the game&#8217;s lead designer, Jonathan Blow&#8212;that &#8220;starts to threaten our very existence&#8221; by questioning the possibility of a singular, objective, real &#8216;past&#8217; and the possibility of a definitive account of past actions. I first argue that the game&#8217;s mechanics immerse players in a game world inspired by Blow&#8217;s understanding of quantum mechanics. Placing an emphasis on certain technical aspects, I outline how the functioning of the game&#8217;s central rewind mechanic&#8212;although initially seeming to reinforce visions of our reality consistent with C.D. Broad&#8217;s &#8216;growing block&#8217; theory&#8212;questions the notion of an objective past and so resonates strongly with both the work of J.A. Wheeler and an agential realist theory of time. With this understanding in place, I go on to analyze the climax of the game, reading it as an exploration of&#8212;and challenge to&#8212;the role of a presumed objective &#8216;past&#8217; in understanding the morality of a given situation. Finally, through a reading of the game&#8217;s closing moments, I suggest <i>Braid</i> promotes a turn to individual responsibility for agency; <i>Braid</i>, I argue, recommends one accept the continuing existence and changeability of the past within the present while embracing one&#8217;s own role in the shared process of constantly remaking reality and history. As a result, well-intentioned actions in the present are framed as more important than a focus on precedent to predict outcomes, making a cautious suggestion on how one might live without reference to an objective existence. Although I highlight some of the wider ramifications of this at the end of this paper, <i>Braid</i> is far from a fully developed ethical system; it stands, however, as an engaging attempt to formulate a comment on time, temporality and morality through interactive media.
ISSN:2409-9287