The game can be found here: https://giacomo-mantovanelli.itch.io/accountability
Password: accountability
Originally I wanted to make a game that emulates the experience of holding yourself too accountable, where you set up expectations that are impossibly difficult to meet and punish yourself for failing to meet them. I think most people have had moments where they are beating themselves up over something that in a year they won’t even remember and doing this constantly conditions you to be disappointing in yourself regardless of how you are actually doing. This of course actually limits how you perform rather than makes you perform better as is proven from personal experience but also countless research into differing outcomes of punishment based conditioning vs reward based conditioning. This is also quite personal to me because my brother had a rough couple semesters in university and got academically dismissed. When he talked to his advisor it was apparently pretty standard to simply petition your dismissal and they will let you back in on probation. But the punishment of dismissal stuck around and every time he would go in to take an exam all he could think about was how failing meant he was risking getting kicked out and therefore couldn’t do well on exams that he could get A’s on not in exam conditions.
So, I was planning on making a typing simulator where when you mess up you shock yourself with a shock collar. This was pretty quickly (understandably so) shot down to keep the classroom safe. I still sort of wanted to bring in a shock collar but for the first play test I settled with making the players pinch themselves.
The first play test was a simple typing test from https://monkeytype.com/ and when the players made a mistake I would tell them to stop the game and pinch themselves. This worked fine and the feedback I got was that yes they felt that they couldn’t perform as well because I was sitting there holding them ‘accountable’ for their mistakes. However, on the last person that I was play testing with I had gotten extremely tired of repeating “please pinch yourself” every time they messed up and eventually just stopped saying it. But, the player kept pinching themselves. Every miss click they would stop the game and pinch themselves without me saying a word before continuing.
I became really interested with this aspect of my game (and totally lost interest in having players shock themselves) and wanted to make it part of the core experience. I felt it better reflected what I was getting at, not only are you performing worse by continuously punishing yourself but you condition yourself to punish yourself, exactly what I wanted to base my game on.
From here I built the actual game. It was a simple type test but every time you mess up a window pops up with a command which is your punishment. The player can at any point choose to click leave game upon which they are asked if they are satisfied with themselves. If they answer yes the game closes and you are done. If they answer no the game restarts. Once they have done their punishment they click a button acknowledging they have done it and then the continue button stops being greyed out and the can click continue. It is very important to note that they can always click continue regardless of if they have done the punishment and/or clicked the acknowledgment button. This was intentional to emphasize that you can just keep striving to to better without punishing yourself for making mistakes.
After reading the Works of Game book by John Sharp I was inspired and saw parallels between my game and both the games made by Brenda Romero and Gravitation by Jason Rohrer. Romero’s games are built around exploring complicity through games and although her games touch on much more serious and grave tragedies I believe my game explored self-complicity. Will you just allow yourself to continue on the path of punishment or not? I think the way that Romero’s games aren’t necessarily immediately obvious what the message they are trying to send is but rather through game play you experience the message was a big inspiration to how similarly on the cover my game looks like a simple typing test but as you play and mess up you are exposed to what I am trying to get across. Gravitation was also an inspiration for my game because it really explores the relationship between competing priorities as a game mechanic which is what I am also trying to do. To what extent are you willing to sacrifice one for the other? Gravitation also doesn’t explicitly tell you that chasing your creative urges is bad but rather shows you the consequences and lets you decide through it’s mechanics. Similarly, I am not trying to stop people from being upset they didn’t perform how they wanted to but rather trying to show the consequences of what happens if you don’t manage to balance it properly.
Finally here is a video of one of the play testers touching their nose even though the screen is simply blank as proof that yes it did actually condition players to perform the punishment (touching their nose):
And some images from play tests:












