Bandersnatch and Free Will
Black Mirror has
come a long way from its edgy days on Channel 4. It feels as if Charlie
Brooker’s modern day Twilight Zone
has grown up an awful lot since 2011, when we watched the British Prime
Minister screw a pig on national television, to displaying some of the most
touching and terrifying critiques of our interconnected world. Now the show
that delves into the darkest aspects and potential for technology has gone
interactive with its latest episode, Bandersnatch.
Its interactivity makes Bandersnatch
a very different experience, meaning the viewer is now a player, which also
means I can finally write about this amazing series. The whole episode revolves
around the game development experience, following a young man called Stefan in
1984 as he completes a video game adaptation of his favourite
choose-your-own-adventure book – the titular Bandersnatch.
In perhaps an obvious choice for an interactive experience
deriving from the choose-your-own-adventure genre, Bandersnatch’s core focus on about free will and individual agency.
As the episode progresses, Stefan begins to realise that he is not in control
of his own destiny, and other characters feed these anxieties. But, being made
how it is, Bandersnatch is ambiguous
as to the end goal of these musing on self-determination: is Stefan suffering
psychosis from his self-imposed isolation to finish his game on time? Could it
be his childhood trauma? Or is there indeed something deeply sinister and
fourth wall breaking about the whole thing?
Early on in the episode, Stefan meets a famous games
developer called Colin, who is the main source of this questioning of free
will, either directly or implicitly. Right at the start, Colin is working on a
game, which crashes during a demonstration. Colin offers an explanation, and
the player continues the story. But if the player keeps looping back to this
beginning scene, Stefan will offer Colin the explanation as to what the issue
with his game is, leaving Colin confused. This will escalate further and
further to the point where Colin won’t give the player the opportunity to offer
the explanation, instead sighing in boredom and simply, flatly stating “Oh no,
it broke.”
Colin, whilst a vocal advocate for free will (as demonstrated
by his rant about PAC-man), he seems to be heavily invested in denying Stefan
freedom of choice during their interaction. When invited back to his flat,
Colin will ignore the players choice to not take acid, and during a standoff
over who will jump from the balcony, where the gameplay loop will force the
player to make Colin jump to his death.
House of Tomorrow/Netflix, 2019 |
The film continues with this illusion of free will, as there
is no way to give Stefan a happy ending. Stefan will always: die, breaks free
of his control by killing his dad and end up in prison, or submits to societal
control but will not complete the game to a reasonable standard. Sometimes,
however, there is an ending that implies that the control isn’t being exerted
by society or the universe, but the game Bandersnatch
itself. Colin’s grown up daughter in the present day teams up with Netflix
(oooh, the meta) to recreate Bandersnatch
as an interactive story, but starts to suffer from the same lack of personal
agency that Stefan suffered from, with the ultimate ending being to either pour
tea on the computer, or destroy it.
Metanarratives like the inclusion of Netflix occur earlier
on, with the player able to try to explain that Stefan isn’t in control, and
that he is on someone’s television. Television being used as a control point
for people, along with being a surveillance tool is directly linked to George
Orwell’s 1984. This link is made even
more obvious with 1984 being the setting of the episode.
In a way, this leads on to the idea that the game is a
source of control in of itself. It is claimed by the creators that there are
millions, if not trillions of pathways that players can take in Bandersnatch. If true, this is a
massively daunting prospect. By providing a simply overwhelming amount of
potential choices to the player, Bandersnatch
is forcing them into a small pool of more desirable options. This seems to play
on Scott Adams idea of the Confusopoly that phone providers employ to get customers
to adhere to a few simple, profitable packages.
Eventually, though, I got bored of choosing Stefan’s fate
like the capricious God I am, and went to play something else. But perhaps a
lack of choice is what players are used to, or even want. Andy Kelly wrote a
fantastic article about how the lack of real choice in TellTale’s Batman was,
despite his previous gripes with the developer’s games, genuinely enjoyable: “Even
though the story will end the same way for everyone … these little choices—and
the ripples they send through the narrative—are enough to make the experience
feel like more than just passively watching a TV show”
Could we apply this logic to Bandersnatch? The ultimate
ending for Stefan is that he never gets a happy ending, always unable to enjoy
his success. But by allowing the player to make narrative decisions, both major
and minor, it briefly provides the thrill of having control, no matter how much
these choices ultimately don’t matter.
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