<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Thank Goodness Youre Here - vo.rs</title><link>https://vo.rs/tags/thank-goodness-youre-here/</link><description>Latest from the Thank Goodness Youre Here desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 24 Sep 2024 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/thank-goodness-youre-here/" rel="self" type="application/rss+xml"/><item><title>Thank Goodness You're Here!: The Comedy of Pure Slapstick Systems</title><link>https://vo.rs/respawn/thank-goodness-youre-here-the-comedy-of-pure-slapstick-systems/</link><description>&lt;![CDATA[<p>The control scheme of<em>Thank Goodness You&rsquo;re Here!</em> is a stick, a jump, and a slap. That&rsquo;s the lot. There&rsquo;s no inventory, no dialogue tree, no cursor, no verb list, no wheel of contextual options. You walk, you hop, and you smack things with an open hand.</p><p>Two hours later I put the pad down with my face aching, having laughed at a plumbing fixture, and I spent the walk to the kettle trying to work out how a game with one interaction had out-written every comedy script the medium shipped that year. The answer is a design answer, and it&rsquo;s a good one, and it has a surprising amount to do with a British 8-bit tradition that everybody forgot about.</p><h2 id="barnsworth-spoiler-free">Barnsworth, spoiler-free</h2><p>Coal Supper&rsquo;s game came out on 1 August 2024 for PC, Nintendo Switch and PlayStation, published by Panic — the outfit behind<em>Untitled Goose Game</em> and<em>Firewatch</em>, which tells you roughly which shelf they think this belongs on.</p><p>You are a small yellow travelling salesman. You have an appointment with the Mayor of Barnsworth, a Northern English town rendered in hand-drawn 2D as a kind of warped seaside postcard: bulging brickwork, drooping guttering, faces built out of jowl and grievance. You&rsquo;re early. So you wander.</p><p>And every few minutes somebody sees you, brightens, and says the title.<em>Thank goodness you&rsquo;re here!</em> — and then hands you a job. Fetch this. Fix that. Get up there. Nobody asks who you are. Nobody ever will.</p><p>It runs about two hours. Matt Berry plays the Mayor, and the rest of the cast delivers a Barnsworth dialect that is doing the same job the Glaswegian does in<em>Still Wakes the Deep</em>: it establishes, instantly, that you are an outsider standing in a place with its own internal weather.</p><h2 id="one-verb-and-the-world-does-the-work">One verb, and the world does the work</h2><p>Here is the systems read.</p><p>Comedy in games is almost always<em>written</em>. A cutscene fires, a line lands, and the interaction is the wrapper around a joke that was finished before you arrived. The player&rsquo;s contribution is a button that advances the text. That&rsquo;s a delivery system, and delivery systems are why so many funny scripts produce unfunny games.</p><p><em>Thank Goodness You&rsquo;re Here!</em> does the opposite thing. The joke is completed on your input, every time, because the design has made one enormous and expensive commitment:<strong>every object in Barnsworth has a bespoke response to being slapped.</strong></p><p>Each one is authored individually. The bin has its own gag. The pipe has its own gag. The bloke asleep in the chair has one, and a second one if you slap him again. This is a colossal amount of hand-authored content in service of an interaction the player performs on impulse, and it is exactly why the game is funny: you didn&rsquo;t receive the joke, you<em>found</em> it, and the two-tenths of a second between your thumb and the world&rsquo;s reaction is the space where surprise lives.</p><p>That gap is the whole mechanism. A punchline you read arrives on the writer&rsquo;s schedule. A punchline you triggered arrives on yours, and your brain scores it as a discovery. This is why<em>Untitled Goose Game</em> worked and why the Panic logo on the box makes sense. It&rsquo;s the same economics: a tiny verb set, an obsessively responsive world, and the comedy generated at the point of contact.</p><p>The design also does something clever with escalation. Because the verb never changes, the game can escalate the<em>world</em> freely — the scale of what you&rsquo;re slapping can go completely off the rails while the input stays a small yellow man with an open palm. The stability of the verb is what licenses the absurdity of everything else. You always know exactly what you&rsquo;re doing. The town is what stops making sense.</p><h2 id="the-real-ancestor-is-a-verb-grid-and-a-mole">The real ancestor is a verb grid and a mole</h2><p>Everybody says<em>Untitled Goose Game</em> and<em>WarioWare</em>. Fine. But the actual lineage runs through two places, and one of them is a machine I loaded off tape.</p><p>The first is the LucasArts verb grid. SCUMM gave you a dozen verbs and a screen of objects, which is a combinatorial space of a few hundred pairings, most of them wrong. And the genius of the era — the thing that made<em>Monkey Island</em> funny rather than merely charming — is that Ron Gilbert&rsquo;s teams wrote bespoke responses for the wrong pairings. Use the rubber chicken on the dog. The joke lived in your bad idea being anticipated. Coal Supper has collapsed twelve verbs to one and spent the entire budget on the responses, which is the same design with the economics rearranged: fewer wrong ideas available, every single one of them answered.</p><p>The second is British. There was a whole seam of comedy games on the C64 and the Spectrum that came out of the same soil as<em>Viz</em> — working-class, grubby, gleeful, faintly resentful.<em>Wanted: Monty Mole</em> came out in 1984 and was a platform game about a mole nicking coal during the miners&rsquo; strike, with a Scargill-alike as an obstacle.<em>Dizzy</em> was an egg doing errands for people who never explained anything. These games ran on the assumption that the funniest possible setting is a shabby British town with a job that needs doing in it, and that the protagonist should be a nobody with no dialogue and a rubbish task list.</p><p>Barnsworth is that tradition, resurrected with forty years of animation budget behind it. Nothing here quotes those games. It&rsquo;s the same instinct, arriving again from the same part of England, and recognising it made me feel about nine years old.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>Two honest problems.</p><p>The first: the density is uneven. The opening streets are so thick with authored responses that you slap everything, because everything pays. In the back half there are stretches where the world thins out, and the moment you slap three things in a row and get nothing, the game teaches you to stop slapping. That&rsquo;s the risk of a design where the reward schedule<em>is</em> the comedy — a dry patch doesn&rsquo;t read as pacing, it reads as the machine being switched off.</p><p>The second: there is no failure and almost no friction, which is the right call for the comedy and does leave the middle hour feeling like a corridor with jokes stapled to the walls. You&rsquo;re carried. Some of the errands resolve because you walked in the direction the game wanted, and the sensation of solving something — which the<em>Dizzy</em> lineage always had, however unfairly — is largely absent.</p><p>And I have no patience for the &ldquo;two hours for the money&rdquo; complaint, but I&rsquo;ll answer it. This game could not be four hours. The one-verb design has a hard ceiling: once your thumb stops expecting a surprise, the entire engine dies. Coal Supper stopped roughly ten minutes before that would have happened, which is craft rather than economy.</p><h2 id="the-verdict">The verdict</h2><p><em>Thank Goodness You&rsquo;re Here!</em> is the funniest game I have played in years and the reason is architectural. It located the comedy in the interaction rather than in the script, committed absurd resources to making one verb pay off everywhere, and then had the discipline to stop before the trick wore through. Everything about it — the palette, the vowels, the shape of the faces — is in service of a mechanical idea that would work even with the sound off.</p><p>It&rsquo;s on PC, Switch and PlayStation. Play it in one sitting, with the volume up, ideally somewhere you can laugh out loud without explaining yourself.</p><p>If this is your kind of thing:<a href="/respawn/hypnospace-outlaw-the-operating-system-as-level-design/">Hypnospace Outlaw</a> is the other great game built entirely out of obsessive, hand-authored responses to poking at stuff, and<a href="/respawn/cocoon-the-puzzle-design-with-no-fat-on-it/">Cocoon</a> is the year&rsquo;s other demonstration that knowing when to stop is a skill nobody credits.</p><h2 id="spoilers-below">Spoilers below</h2><p>The structural joke — the one the whole thing is built on — is in the title, and it takes about ninety minutes to fully land.</p><p>Everyone in Barnsworth is delighted to see you. Nobody knows you. Every single interaction begins with a stranger&rsquo;s relief and a task, and at no point does anyone ask your name, your business, or why a small yellow salesman is in their kitchen. You have no dialogue. You never object. The errands chain outward from the Mayor&rsquo;s appointment you&rsquo;re too early for, and each one exists because somebody looked at you and saw a solution to their problem.</p><p>That&rsquo;s the shape of the entire game, and once you notice it you realise the escalation was never really about the scale of the set pieces. It&rsquo;s about how completely a person can be defined by other people&rsquo;s convenience. The town swallows you. You get further and further from the appointment that brought you here, doing favours for people who will never think about you again, and the game finds this hilarious for two hours and then, in the last few minutes, finds it briefly and genuinely melancholy — before deciding it&rsquo;s hilarious after all.</p><p>Coal Supper earned that turn with the verb. Two hours of slapping the world and having it answer builds a very particular relationship: Barnsworth notices you constantly and knows you never. The ending is the design telling you what you were doing the whole time. A game about being useful to strangers had to be a game where the only thing you can do is act on something, and the only thing that ever comes back is the reaction.</p>
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