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Why does Ennuigi work, somehow?

Ennuigi has a lot to say, evidently, even if most of that is satirical in nature. The game knows that the idea of a world-weary, chain-smoking Luigi is inherently amusing, particularly given his gradually escalating existential crisis. Why else would it keep the original Super Mario Bros. sprites, including that of Luigi himself, rather than create its own, more depressing-looking icons? The appeal of the game comes directly from the juxtaposition between the ennui and the Luigi, the deep with the cartoonish. Fun is the main objective here: few people will claim to have truly seen the Mushroom Kingdom as a senseless wasteland, wherein Mario and Luigi wreak havoc as the godless interlopers they are. The draw seems to be how many crapsack world tropes the game can fit into the empty, context-less spaces surrounding the original Mario lore. If it is unknown, Ennuigi will likely dramatize it. Why do Bowser’s castles invariably contain an axe that can defeat him? Why are there coins in a game where they cannot be spent? Why pipes, of all things? The list goes on, dramatically so.


I would argue that this filling-in-the-blanks narrative qualifies as a particular kind of narrative, that which Boluk and LeMieux (citing Richard Terrell) include within “any larger, connecting, overarching fiction” that the game and its setting implies (55). Terrell specifically brings up Super Smash Bros. as an example: though the games occasionally have full story modes, the idea of so many universes colliding is rarely fully addressed, meaning the impetus for the games can be freely expanded upon by innovative players. Certainly, they see Master Hand’s childlike play in the original Smash intro, but what scenario is Master Hand thinking of, wherein Yoshi can beat up Samus? That kind of question offers limitless context to the fights players conduct, adding a lot of their own ennui to the fated seven-Koopaling (plus Bowser Jr., I guess) 8-Player Smash.


Similarly, all of Ennuigi rests on the conceit that there is a darkness where we cannot see. Is it silly and over-the-top? Most definitely. But where would the fun be in filling in those blanks with the average goings-on of the Mushroom Kingdom bureaucracy? Granted, there’s certainly a market for that kind of story—the years have shown that the people will write almost any kind of Mario fan fiction (please, someone else tell me they remember Lemmy’s Land, oh god, I’m so old). But few will argue that any other form than the darkly morbid plays off the cheery traditional sprites as humorously and memorably. Satire is often an art of contrasts, and here we see why something like Ennuigi is appealing to the metagaming public.

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Haoru Wang
Haoru Wang
Nov 11, 2019

That is an interesting insight ------ everyone just loves plot twists. Not only Mario metas like Ennuigi, but also games/manga which start with a cheerful appearance and turn out to have a dark/depressing theme embedded are now trending on the market. Personally I blame it on the overgrowing supply of games which are just for fun and cheerful for no good reason. When the supply overwhelms the demand, people are just growing tired of it. Just to build a little on your argument ------ like every other art form which inevitably has to bear some deeper meaning, the games now are always expected to deliver more than just fun gameplay. Guess this also plays a part in why Ennuigi works.

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Ham
Ham
Nov 10, 2019

I really appreciate your ideas on the players’ ability to develop their own narratives for games. I use “for” here strictly, because as you mentioned, games such as Ennuigi and Super Smash Bros. disconnect the universes at hand, leaving it up to the players to give reason to those disconnects. However, I believe Super Smash bros inadvertently disconnects while Ennuigi does so purposefully; Ennuigi then creating a more pronounced take on metagaming which benefits the effect it has on the player. For example, the questions you posed on Master Hand, and Yoshi battling Samus, are really valid questions but are never asked in the game. However, Ennuigi is so about these meta questions, that part of its core mechanic- “pressing…

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