In the spirit of breaking down the title Braid in class, after playing Problem Attic, I was drawn to think about why the game is named as such, and what effects the title of the game has on the user experience. For the structure of this blog post, I am going to attempt to look at how the definitions of puzzle and attic function respectively, and then attempt to assess how they may be viewed in conjunction to one another.
Before researching the definitions on the OED, the word ‘problem’ is complicated by the fact that the game suggests that the underlying tension may occur both within the game, but also outside of the game. As a result, I found myself asking: what is the central problem the game title alludes to? In the description of Problem Attic on the website, Ryerson writes that it is a game "about prisons, both real and imaginary", suggesting that there is a greater level of depth that the game strives towards. Two 'obsolete' definitions of ‘puzzle’ offered by the OED include “a puzzle; a riddle; an enigmatic statement", and a “A metaphorical fable, an allegory, a parable; an analogy.” These definitions both lend themselves well to the reading of problem attic as a game that is concerned with problem as a symbol - why does the central protagonist find themselves in a hard to navigate and complex environment? Based on comprehending the title with this definition in mind, the title points to the fact that this inherent 'problem' is an allegory based on Ryerson’s attempts to defy gender categorisation (or other readings) outside of the game. A further definition of ‘problem’ includes “A difficult or demanding question; (now, more usually) a matter or situation regarded as unwelcome, harmful, or wrong and needing to be overcome; a difficulty.” This definition both encapsulates the previous definitions into its meaning, but extends the title further, it lays out an preconceived environment that is there to be challenged - within the 2D game - and perhaps outside of the 2D game. Whilst it may not offer a clear resolution to the problem, it suggests that the themes of the game such as gender conflict and masculinity in gaming are problems that should be overcome.
My initial thought of the word ‘attic’ was that it was simply geographical, or alternatively, a metaphor to represent Ryerson’s mental state encompassed within the world of the game. However, looking at the definition of attic revealed an intriguing further development of the connotations of ‘Problem’. Attic is described as a “decorative structure, consisting of a smaller order placed above another order of much greater height constituting the main façade.” (OED) To read into this definition, the key idea of the ‘attic’ being outside of a greater ‘façade’ helps depict the nature of Ryerson’s proposed social outreach as being beyond the game. Whilst transversing the complex interface of the game, the game acts as but an ‘attic’ to an overall problem, it serves to heighten the dramatic nature of the ‘greater facade - one of the prevalent themes such as gender binaries or masculinity that Ryerson is addressing throughout the game. The definition also strikes a parallel to the gameplay, particularly the cryptic patterns and logical intuition behind switching between the different rooms. Certain objects are not as they appear, and act as simply ‘decoration’ behind a greater visual façade.
As a result, through better understanding the definitions of “Problem Attic,” the title better illuminates the ability of the game to symbolise the complicated mental state of the protagonist who is concerned with greater issues that are grounded in reality. The various texts scattered throughout the game, such as “Tomorrow you’ll wake up inside a prison or find yourself wandering the streets, not knowing whether you’re going,” illustrate this ability for the games message and social impact to transcend the boundaries of the platform. The cryptic game is more than it seems - and whilst this is clear whilst playing the game, the title goes a long way in suggesting this to the player.
Great post! Because I literally just realized it during lecture today, I thought I'd just add: "Problem Attic" is also a pun on the word "problematic," as in the word people use to describe when something is ethically dubious.