Skip to main content
Critical Video Game Studies

Unpacking: When Player Choice and Evocative Spaces Combine

By October 31, 2022No Comments

While the premise of Witch Broom’s Unpacking may seem extremely simple, unpack items/ place items, the way that each level is meticulously crafted by developers and then finished by players, creates a powerful story dynamic.

During the first level, I was immediately captivated by this odd sense of nostalgia. As I began to complete the singular task of unpacking it brought back memories that I had from rearranging my own room as a child. This powerful feeling is intentionally used to present this relatable story to players while also providing a reflection on one’s own past experiences.

As the game progressed and I was placed in new environments in the main character’s life, I continued to be invested in this story as well as in my own story of growing up. Additionally, the way that different items remained present throughout the protagonist’s life, and the different interactions I had in moving said objects, provided such a rich storytelling experience. The specific instance that was very memorable occurred during the level where I had to unpack in the boyfriends apartment. While I immediately noticed the struggle with trying to fit everything in, it wasn’t until the last item, the college diploma, when I truly appreciated and understood the method of storytelling the game had to offer. Trying to figure out where to put a major part of this characters life only to have it be placed under the bed was a dose of realism. While I would never want to make a decision such as that, the game forces me to, and in doing so, perfectly tells the story of the protagonist.

While we have had discussions about the effectiveness of evocative spaces in video games, Unpacking is unique in that it gives players the choice in crafting the environment, allowing players to feel connected to the protagonist’s story in their own unique way.