Beneath Its Cute Exterior, Forager Is Indisputably a Game About Colonization

Forager is a fairly simple game. You are dropped onto a small island with a pickaxe and you have to mine out the resources that spawn on the island in order to allocate those resources toward more skills, better equipment, and eventually on machinery that will do the work of mining and harvesting for you. It’s a slow, steady snowball of progress where each gain comes with an immediate path toward the next goal.
As a game, Forager is a perfect time-killing machine. Whether I am working toward a new island (new islands can be bought adjacent to discovered islands by a one-time gold purchase) or toward a better pickaxe, the method is the same. Mine resources, process resources, spend processed resources on new material. Each goal attained has me one step closer to another, related goal: If I have more bones, I can get a better pickaxe. By the time I’ve harvested enough bones, I’ve also harvested half my required flowers to make a flower press, and so on.
I enjoy Forager a lot. It is a wonderfully comforting game, in the way that games can provide just enough small doses of serotonin via well-timed rewards and the feeling of control and progress. It is also, indisputably, a game about the control of an area via industrialization and colonization.
The settler-colonial mindset revolves around the acquisition of land and resources toward the goal of domination of a place and of the beings within it. It’s the type of real-world behavior that is almost comically easy to approximate in a videogame, especially a game that focuses on growth and progress. Progress in games is often demarcated by possessions. Possessions and control grant power and increased player options in gameplay, incentivizing players to spread and dominate as much of the land as possible.
It’s most clearly seen in games that deal with the direct action of territory management, usually strategy games like last year’s Frostpunk. Territory control and population control are the pillars of gameplay, and thus expanding control of the physical space translates to victory. Draw a line of ownership in foreign soil, clear out or otherwise cower whatever beings reside inside that line, then hold it against all who would challenge your claim to the space. Settle, and colonize.
While playing Forager, I found myself asking why this game felt so much more like this than its contemporaries. It has clear design resemblances to Minecraft and Terraria, albeit in a different visual presentation, but it is here that the world feels more… alive.
In Minecraft, a mined area will rarely (unless under certain specific circumstances) become “un-mined.” In Forager, everything respawns. Everything must be pruned, constantly. Even when mining lasers are doing the majority of my work for me, I am still running around and making sure monsters do not overrun my hastily-assembled compound of furnaces and anvils.