The Existential Despair of Magikarp Jump
When I first saw Magikarp Jump appear in the Google Play store, I assumed it was a Pokémon-themed version of Flappy Bird, the much maligned 2013 mobile game where you steer a 2D bird through a series of punishing openings. Although panned by players and critics alike, I really enjoyed Flappy Bird for what it was—a nihilistic piece of found art with an Atari sensibility—and loved the idea of pushing its absurd aesthetics onto the massive Pokémon fanbase. But that’s not what Magikarp Jump is at all. Just like the classic handheld games, the free-to-play mobile title begins with a plucky youth learning the ropes of Pokémon training from a wise old authority figure—the blasé Mayor Karp in this case. Only instead of catching pocket monsters in the wild, the player is tasked with defeating eight gyms where people compete to see whose Magikarp can leap the highest. After reeling in a fresh Magikarp from the local pond, the game dumps you into a glorified fish bowl where you lazily tap food pellets to help your newfound Pokémon grow big and strong—and presumably better at jumping. You train your Magikarp by watching short vignettes of your beast tackling a punching bag or headbutting a tree—mildly amusing the first time and legit painful by the tenth or hundredth. When it’s time to battle your fellow trainers, you head to the gym, line up in front of the crowd, and press a large red button that reads “Magikarp! Jump!” Then, you watch a short animation and see who jumped higher based on a simple formula that adds points scored from training and eating with other brief, random events. You watch and you watch and you tap and you tap, and after thirty minutes of what I assumed was an extremely drawn out tutorial, I asked myself: when does the actual game begin?
And then it hit me. This is the game. I’ve already seen Magikarp Jump in its entirety.
Sure, there are a few more mechanics to master. I can befriend other Pokémon who help me grow even faster. I add decorations to my fish bowl to do the same. I retire my Magikarp and fish out new ones whenever my current critter reaches its maximum potential. I can even spend real world money to speed up the train-compete-retire loop. But don’t be fooled. Within fifteen minutes, players essentially see everything Magikarp Jump has to offer. However, it’s still an extremely long game, but only because the Pokémon Company enforces long cooldown periods on training and other ways to max out the Magikarp. The road to defeating the eight gyms is long and tedious, but not difficult. All I have to do is wait out timers or pay to finish up early.
Magikarp Jump is indifferent to my existence. I don’t play it so much as it plays me. There are no legitimate interesting decisions to make, only push notifications while grocery shopping that I can train my Magikarp again if I so choose. The tone of Magikarp Jump is playful and ironic, but the content is far more nihilistic than Flappy Bird or the legion of perma-death rogue games or even the hundreds of cheap and brutal NES platformers. At its core, Magikarp Jump is just a series of moving images that requires me to press the occasional button. But this is exactly what plunged me into existential crisis. Isn’t that what all videogames are? Magikarp Jump finally pulls the veil from players’ eyes so they can finally see the truth: all games are Magikarp Jump, and Magikarp Jump is every game.
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I spent six days in Tokyo at the end of June for work. My wife came along, and I dragged her to all the nerdy hotspots—to Super Potato in Electric Town where I marveled over WonderSwans and beat legendary shooter DoDonPachi, to every Taito Game Station across the city to play Taito Drum Master and Mario Kart and incredible horse-betting simulators where mechanical plastic horses whizzed by players’ faces. And on the long flight across the Pacific to San Francisco, I watched in quiet wonder as she played Bejeweled 2 on her in-seat tablet. To say my wife doesn’t enjoy videogames is the understatement of the year. She quits any game the moment she dies, so she rarely plays for more than three minutes. Although she’s seen me play arty games like Gone Home or Journey or Cibele, she shows no desire to play them herself and will, at best, voluntarily play a few rounds of Katamari Damacy on PlayStation 2 once every few years. I watched her swipe away the gems in Bejeweled 2 and wrongly assumed I understood what she appreciated about it. My wife loves order. That’s why cleaning up in Katamari Damacy appeals to her, and that’s why building neat, aesthetically pleasing train lines compel her in the classic board game Ticket to Ride. I asked her if that’s why she stuck with Bejeweled 2 well past her typical three-minute gaming sessions, and she stared at me like I was a good-natured dunce. “Uh, no. I’m exhausted, and it’s just a time filler.”
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