Cleaning Out the Rooms: The Importance of Stuff in Disco Elysium
There are only 14 books in Martinaise. Disco Elysium constructs a literary history for you in the outdoor shelves of a slowly failing bookstore, which include self-help, biography, and romance. The purpose of books is twofold: to let you learn more about the history of Revachol, and to help you pass time. If you know what you’re doing, you can solve the mystery that animates the game in as little as five days. Disco Elysium gives you 10. That’s a lot of time to sit and read.
Disco Elysium is more than novel-length itself, containing over a million words. The 2019 narrative RPG is based on an untranslated novel its creator published in 2013. It references literary and political theory and builds its own versions of both. It’s been described as a work of literature, one with cross-genre appeal, the game to recommend to people who don’t play videogames. Indeed, it’s the game that I’ve talked the most about with people who’ve never played a game, and who don’t have an interest in visual novels. But it’s also, on a basic level, just a lot of information in one package: hours and hours of lore and history, almost too much of it.
The vast majority of the mystery you’re solving in Disco Elysium is addressed through conversation, with yourself or with other people, or with the city itself, which enables what Chris Breault has called “intuitive and ‘supra-natural’ methods—talking to the victim’s corpse to learn there’s a bullet in its mouth, talking to the wind to learn which building the suspect is hiding beneath.” But for a game so focused on interpersonal conversation, Disco Elysium includes an equally surprising magnitude of stuff. There are dozens of items you can pick up that give you even more information, sometimes about the world, sometimes about yourself. There are clothes, guns, and tchotchkes, books and postcards that provide at least some explanatory text, and at most a few minutes of conversation with yourself about the object and its history.
It’s clear that one purpose of these items is to provide flavor for the player. But it also seems clear that they’re accomplishing something else. In this game so focused on interpersonal communication, you spend a surprising amount of time just looking at something—holding it in your hands, gauging your emotional reaction to it, and letting its history run into you, in a different way than in conversations with people. Some objects can literally talk to you. Others call to you from across the city, begging you to find them. I don’t know what to do with these objects, as compelling as they are. They seem to be a key part of Disco Elysium’s thematic contrasts between tangibility and immateriality, between memory and present, but how? In other words, what exactly are all these objects doing here—and why do I care so much about them?
Amber die with a mosquito: This unusual 13-sided die is made of amber. A fossilized mosquito has been trapped inside, legs bent beneath the weight of eternal rest.
Of course there are more than 14 books in all of Revachol, and although he’s not a big reader, your character Harry has certainly read some of them. There is Loos, ‘87—Radio City, and the Tome of Fascist Magic. But as far as books you can pick up and hold, Martinaise only has 14. One of them, Sixteen Days of Coldest April, is so boring that finishing it literally hurts you. Another, Medicinal Purposes of the Pale, gives you a recipe for a whiskey drink that is supposed to kill hangovers (it doesn’t work). Another is Volume 1.4 of the Communist magazine La Fumee, dedicated to the conflicts of the local dockworkers’ union, and decorated with white antlers that represent “a society in accord with the natural world, and at the same time, above it.”
The city transposes itself over the people who live there. A smoker in the seaside apartment complex gives his name as “Martin Martinaise.” René, an old soldier, shows you his war medals and (if you pry) tells you about saving a jawless prince during the Revolution, a conversation you have standing in a crater made by shelling from the same war. Everywhere you go, you can talk to someone or pick up something that tells you more about the city’s history. Kick a mailbox, dial a phone, sit down in a chair or read a book: objects are the avenue towards interacting with Revachol’s civic memory.

Sometimes, these objects lead you deep into the city’s past; other times, into your own. Investigating the bookstore will eventually lead you to a woman named Neha, who spends her days making handmade dice for game players. You can speculate about why her business has stayed afloat while others have failed, which gives you a thought called “The Precarious World” that raises your critical success and failure thresholds by one. Its description in two parts is a lament about the world’s instability, then an almost frustrated plea for resilience in the face of it: “You can either play or you can crawl under a boat and waste away—turn into salt or a flock of seagulls.”
Neha herself is adamant that capitalism, not supernatural forces, have led to the demise of the other businesses in the commercial district. You can find all their objects, museum-like, laid out around the rest of the building. You can call a representative from an electrical company that, you discover from talking to Neha, failed 100 years ago. This relationship, two people on other sides of a buzzer, hundreds of years apart, feels a lot like the description for another thought, “The Bow Collector,” that can occur to you after you read your case ledger and accidentally imagine your own past: “The ghost of Revachol between you, carrying your signals.”
Dried may bells: This is the wildflower you caught—one of a bouquet of muguets that you found on the Whirling roof. It’s shedding its petals quickly in your pocket.
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