Developer Credits: Jupiter Hadley, Sand Gardeners, La Med
Launcher Quote: “A lost memory.
An interpretation of a memory I once experienced, deep in my mind, corrupted by time, alcohol, and fuzzy feeligns of when it happened, mixed with my own point of view. A time long faded and gone. This is just another lost memory, deep in my mind, created by some people who listened and viewed where the memory was. Just another day, another moment, yet it stuck out from the others. Another time, a lifetime ago, when things were shifted slightly. Just another shard of life, one that I didn’t expect to happen.”
We can’t really expect to remember every single thing that happens in our lives. The fact of the matter is that the memories we have, at least in the vast majority of instances, blend together and are a bit hazy. While vivid detail is reserved for the most remembered or the most significant moments of ones life, and that certainly there are both negative and positive reasons why a memory could be preserved, most of what we experience day to day is remembered, stored, and then recalled in vague recollections and depictions. It’s really tough to describe that experience visually, which is why this particular Meditation Games entry is impressive to me.
Much of what made this work was the distorted and foggy nature of the memories you traveled. You appeared to go through a party or bar, a playground, and finally the memory of a friendship long since gone. None of this was entirely obvious, however. You had to navigate around, peer at images that were presented to try to make things out, and generally just follow the photo-like negative exposure of the graphics, and that’s what’s so interesting about this. You’re given enough presentation that you can make things out but are held back from just enough that the understanding of this is much like someone explaining the memory to you but not being able to recall every single detail to the point of being able to show you what’s going on. It’s the right balance of visual and non-visual that lends itself to showing the player what’s on the screen, and leaving it to their interpretation.
One point of debate that the developer poses and seemingly leaves for the player to figure out is whether or not these lost memories are worth remembering or recalling – whether or not they should be immortalized even as hazy fog. We go through so much in our lives that we forget more than we remember. Perhaps the day to day isn’t quite worth keeping or preserving – or maybe it is, because of an idea that where we get to is as much a function of smaller, mundane steps as it is larger, more significantly memorable ones. The answer isn’t posed, but it does make you think about what it should be. I call that a success.