Videogames Need to Stop Breaking the Fourth Wall
The View From the Top of the Fourth Wall Isn't Good

Thimbleweed Park isn’t shy about letting you know it has achieved self-awareness. It’s a game that knows it’s a game, that revels in its game-ness like a smirking pig flopping around in a smelly, digital pixel-bath, and it wastes few opportunities to rub your nose in that fact. It knows you’re a human, and it guesses (probably correctly) that you’ve played adventure games before, so it takes a perverse delight in anticipating your actions and either commenting on them or subverting their outcome. Want to look at that painting? Sure you do. And Thimbleweed Park knows you want to look at it, and it’s going to make fun of you for doing so. Want to fill your Mary Poppins pockets with every random-but-maybe-critical tchotchke you stumble across in your adventuring? Assuredly. But Thimbleweed Park knows you’re a hoarder—hell, its developers taught you the trade twenty years ago when they burned you for overlooking some sly, crucial pixel tucked away in the corner of the screen—and it would rather let you cram your inventory full of useless garbage just to teach you a lesson. During my playthrough, I grabbed a tellingly regenerating can of Poopsi at least three times, sure that it would come in handy at some important moment when all other options had failed, but not once did I need it. Guess what I did need, though? That weird key-looking-thing that my characters kept sarcastically telling me would probably come in handy at some important moment when all other options had failed. Huh.
Don’t let me give you the wrong impression—I had a great time with Thimbleweed Park, and I deserve every bit of ridicule it threw my way (low self-esteem, probably). And I don’t have any problem with breaking down the fourth wall so that the game and I can look each other square in the face and move past the pretension that I’m doing anything other than clicking around in a carefully developed fantasy simulation intended to fleece me of my money and free time. But Thimbleweed Park did get me thinking more broadly about that fourth wall and about whether breaking it might be a crutch that uninspired games fall back on to generate interest where, for whatever reason, there isn’t any. There are various and sundry ways to break a wall, of course, and genre has a lot to do with the success of the demolition, so let’s analyze in painstaking detail a few choice examples of how it can succeed or fail.
We’ll stick with our original subject for a second. Spoilers ahoy. Eventually, Thimbleweed Park moves past the winking self-referential humor that games like Monkey Island popularized—even Guybrush Threepwood seemed curiously aware of how much his starring vehicle would cost at retail—and incorporates its existence as a game directly into the plot. The characters you’ve been piloting around their necessarily limited world are made aware that the boundaries of that world are due to software constraints, which also explains why, for instance, the sleepy town of Thimbleweed Park has a population of eighty but a local phone book with thousands of entries. Suddenly, your mission shifts from figuring out who killed that German guy—and honestly, I don’t remember if anybody did figure that out—to quite literally shutting down the game itself and letting your characters pass on to whatever void awaits them. The only way the fourth wall could have been broken any more thoroughly would have been to require you, the human player, to physically hit the power button on your own computer (that’s not what happens, but now that I think about it, that would have been really cool, and I bet Psycho Mantis would have done it).
Given that it totally negates whatever story precedes it, that sort of plot twist is a pretty big ask to a player, and it really only works here because Thimbleweed Park is a Lucasarts-style adventure game that, as genre tradition dictates, gives very few fucks. I’m fine with it—the game is pure fan service, it never even pretends to take itself seriously, I chuckled some good chuckles along the way, and the end-game blitz through the wireframe world was inarguably cool. Still, though, this sort of thing can go horribly wrong.
Like how? Oh, right, like in Star Ocean 3, which was just rereleased for no good reason on modern consoles. It’s not as if Star Ocean 3 ever succeeds in getting across the aura of grim seriousness it’s chasing—the hilarious voice acting tanks those aspirations pretty much immediately, and shit, it was 2003—but it sure as hell tries. Star Ocean 3 wants you to think it’s yarning a grand science-fiction space opera, a tale for the ages that you’ll pass on to your grandchildren when they’re old enough to handle the heaviness. But then it happens, the bomb drops, and the world as your characters know it is vaporized: THEY’RE CHARACTERS IN A VIDEOGAME. Sure, that’s the same plot twist as the one in Thimbleweed Park that I just endorsed, but here it utterly fails to stick the landing. Thimbleweed Park keeps the humor high and the stakes low so that when the twist comes, there’s no real loss. The plot never really mattered. Star Ocean 3, on the other hand, wants desperately for you to care, for you to empathize with these characters down to your marrow, so much so that when the game finally kicks over the fourth wall, it lands with a hefty thud and leaves everyone on both sides of it feeling deeply, profoundly stupid.