We Are OFK and the Seamless Game

Is there such a thing as millennial art? If there is, the first word that comes to mind when I try to describe it is frictionless. Of course there’s art made by millennials, and art about the “millennial experience” (whatever that is), but that’s not quite what I’m talking about; rather, I mean art that someone, somewhere, thinks will appeal to millennials, capture a market demographic or, Hannah Horvath style, “be the voice of a generation.” 21st century capitalism is designed to produce as much consumer frictionlessness as possible; millennials as a group are supposed to have had lives approaching terminal frictionlessness, making them allergic to hardship. The art they’ve/we’ve gotten lost in can retain that same frictionlessness, but for different reasons: escapism and ease, wholesomeness, parsability.
Molly Fischer calls this the “millennial aesthetic,” the know-it-when-you-see it blend of pastels and rose gold, luxury-as-function furniture, and soft curves that dominated architecture in the 2010s. Not just a design choice, though, the millennial aesthetic is deeply tied to conspicuous consumption and advertising, which take the rough contours of human experience and smooth them into something digestible. The millennial aesthetic overlaps significantly with theorist Sianne Ngai’s definition of cuteness under 21st century capitalism as “an aesthetic, if not the dominant aesthetic of consumer society.”
We Are OFK isn’t quite the millennial aesthetic, and that’s only partly because most of its characters would probably be considered Gen Z. In parts, it’s directly a reaction to the corporatized branding that the millennial aesthetic holds dear, as well as general corporate culture—the “we’re all one big family” structure, the too-expensive vending machines in the lobby, the health insurance that’s not so good but better than nothing—that, as media like Severance have shown, we’re increasingly seeing through. It is trying to be a game in which the oldest smidge of Gen Z, or maybe the youngest millennials, can see themselves reflected: those a few years out of college, working corporate jobs, and realizing that over the past few years, they’ve let the artistic practices they once held dear slip away from them.
But it does hold tight to some of the more treasured aesthetic foundations of millennial art: not just in its soft color scheme, or its liberal use of emojis, or its similar use of slang, but in its construction of a picture of creative youth that feels ultimately shallow, like what it is—an advertisement for itself.
OFK is a virtual band and genre experiment directed by Teddy Dief and produced by his studio, Team OFK. Not quite on the level of Hatsune Miku or other artists that exist as vocaloids or holograms, OFK nevertheless have their own Twitter page and website, as well as a series of music videos with distinct art from what appears in the game. It’s the studio’s first project, and as their name implies, they are interested in weaving all threads of the experience—the game, its branding, and its social media presence—together as tightly as possible.
Teddy Dief has described the genre blend as follows: “You’ve probably seen a music biopic movie or tv show: a story of the rise-to-fame of some band you know. You’ve probably heard songs by a virtual band, animated characters playing music recorded by real creative artists. We Are OFK is both of these things.” This is obvious from the moment when you boot up the game, when the start menu (which looks like a streaming service’s homepage) asks you “Who’s watching?” This turns out to be a more auspicious question than it appears at first. OFK, in trying to be a game, movie, and music video at the same time, creates a narrative problem for itself: how much control do you want to give the player over the experience they’re about to have?
The first place this comes through is in its dialogue. As a zillenial (yes, I know), I often felt like the game was written by someone young enough to understand how texting slang works, but not quite up on how adults two or three years out of college talk to each other. The cadence of characters’ voices is for the most part spot on, especially Carter and Luca, who are on opposite ends of the expressivity spectrum: Carter is chill and prone to poetic announcements, while Luca is frenetic, but both are well-acted and have some of the standout dialogue in the first three episodes. The talking and texting, however, alternate between feeling like they come from real twenty-somethings talking, and like they come from someone who’s seen twenty-somethings talking on TV.