Game Pile: Diaries of a Spaceport Janitor (Video)
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Diaries of a Spaceport Janitor is a 2016 game by Sundae Month, and created in the immediate pall of 2014’s Gamergate. Diaries of a Spaceport Janitor describes itself as an anti-adventure game. The game advertises itself with about as much story as I’m going to get: You play as the Janitor, an Alaensee girlbeast with a municipally-subsidized trash incineration job, who dreams of leaving Xabran’s Rock far behind her. In case you were wondering about whether or not the Janitor manages this heroic task, and successfully claims the sky and freedom it represents, no, no that doesn’t happen. This game is instead focused on the narrative of not successfully changing one’s life.
Spoilers for a game about being how bad things suck, I suppose.
This is a beautifully stylish game. Aesthetically excellent, brightly coloured, with a wonderfully junky characterisation. What really stands out to me, what I found myself loving in this game which I otherwise didn’t love, was the music. Beautiful music, fun and funky, alien and weird, filling a space with life and vibrancy, like all these weirdo characters of all sorts of different types of people.
The gameplay loop is pretty simple; the Janitor wakes up, looks around for things that the Janitor can turn into currency, and then, things in hand, look for the machines or tools or people that will turn it into currency. The world of Xabran’s Rock in is full of people doing drugs, eating bad food, selling cheap tat, hawking wares in a rotten way and buying garbage they don’t want. The Janitor can burn things for currency (that don’t pay out until tomorrow) but the Janitor can also sell found goods to people who buy them. Of course, because nothing is convenient, those people move around, aren’t around consistently, and don’t have the same return on everything when they sell it. The market is fluid, after all, and that fluid is piss. Even good deals and good information is precarious and temporary.
It’s an economy game (but aren’t they all). Unlike other games in the genre like Stardew Valley or Minecraft or iconic trading game Gazillionaire, the economy of Diaries of a Spaceport Janitor is prodigiously hostile. It’s easy to assume that a game about trading and scavenging has certain accessibilities, things to give a player a ramp to progress from ‘nothing’ to ‘something’ to then parley into bigger and more interesting somethings. That assumption in this game is simply wrong. Every way the game can limit the Janitor, it does. Storage space is limited, for a start. The Janitor doesn’t get information in a clear or easily processed way, and the prices for the goods being sold aren’t even consistent.Diaries of a Spaceport Janitor is at its root a trading game of Dealing With Capitalism, and I don’t think it’s unreasonable to assert that the design choices in this game are about making sure that interacting with those systems sucks. The Janitor isn’t even protected by the normal conception of laws – where a game might use guards or police to signify why players can’t do some things that are considered ‘crimes,’ in this case, the guards show up to – randomly – shake the Janitor down for whatever meager savings they can claim.
It’s a game full of random bad luck! The Janitor can get sick, which impedes the ability of the Janitor to eat, and that inability to eat impedes any ability to sleep, and an inability to sleep means there’s no access to ‘tomorrow’ when the currency payouts happen. As well as illness, though, the Janitor has a problem of occasionally getting Gender Dysphoria, and needing a treatment for that, forces the Janitor to find one of the facilities that deal with it, and even then, those facilities require nearly-random amounts of money that may just completely vaporise any savings. It’s just another competing need, another unique medical concern, but in this case, the game makes it very clear it’s specifically an internal problem that the player character has to tangle with in a way that’s orthogonal to other medical problems.
Still, it’s this economy the game presents as its main interface with the world, and it contains my favourite bit of worldbuilding in the game. See, there are people who buy dirt and containers, and people obssessing about particular magical components, but there’s also vendors who sell what I think of as ‘adventuring supplies’ – conventional supplies that are clearly designed for the typical adventurer. Magical guns! Superior swords and spells! Cool armour and hoverbikes! Things whose prices are measured in thousands of times more money than I’ve ever seen the Janitor ever have!
It’s a fascinating component of this game’s design; it speaks to the world as a place that the Janitor works in, but it’s not a world made for the Janitor. Nor is it a world that shaped the Janitor – such a place would have made someone more capable of engaging with its ways of being more naturally, more intuitively. It’s a world made for other people; this place is colourful and bright because whoever is coming into this town on the way from point A to point B, on their quests which are clearly extremely lucrative is spending enough money to sustain an economy for just themselves and that economy has enough spillover to feed traders and hawkers and those traders and hawkers attract the artists and the musicians and those artists and musicians attract audiences and buyers and the audiences and buyers give rise to the drug dealers and the litterers and all of this waterfalling bucket pouring into bucket design, finally spatters onto the ground as a wet stain for the Janitor to clean up.
When we talk about things in spaces in games, we tend to think in terms of instruments – in terms of the things we can interact with, and what that means for how we interact. Doom, for example, makes its instrument clear, front and centre when it starts, a big ole honking gun just sitting in the middle of the screen. Narrative Adventure games are often built around the challenge of working out what in the game is an instrument and what’s not. Diaries of A Spaceport Janitor works from the ground up; the instrument of the game, the things the player use to make the Janitor interact with, the things that to drive this game for is garbage. It is the garbage of a culture of transition. Everything is something someone threw away because they were done with it. Everyone else is dealing in trash because it’s all they have.
Hell, the Janitor is dealing with the trash other people can’t be bothered to deal with! The transitional trash of transitional trash! The game then sets up destitution for the player such that the trans trash is thrilled to find trans trash!
I’ve talked in the past about an idea from Foucault, where he talked about places that exist to be passed through but never lived in; places that are inherently alienating, places that are made to be incredibly comfortable and have the conveniences of living, but not the conveniences of living long. It creates a space that is accommodating for a moment and hostile for a month.
They are decked about with signals to people that they should not remain; they say, move on; that you don’t belong; that this place is made not for you, and if you are here, you are not here to stay. These spaces are exhausting to spend too much time in, and incredibly hard to work in. Even those jobs that have the least interaction, the least need to talk to people, still have the demands of the place put on them. The workers in airports aren’t supposed to hang around in the social space on their breaks, just as janitors need to be inconspicuous while they clean. The people who work in these places aren’t meant to enjoy the benefits of this space, the comfy seats and the power point and the conveniences. They are for the people who will not stay. They are for the people who will use them the least.
There’s a term for these places. Foucault called them Heterotopias.
It’s a game made about a time in which the people who wanted Games To Be Fun was the cause and rallying cry to abuse the world around them. In a point in history where the people who demanded games be more limited, be more like that single ‘proper’ way, Diaries of a Spaceport Janitor was a game that seemed to resist that definition. And it’s not like it’s not compelling!
There can come points in this game, where between being shaken down for my money, an emergency gender dysphoria attack, and the closing of night, without even battery for my incinerator, that I staggered around the spaceport checking what was on the ground in the hopes of finding something I could eat,because if I couldn’t eat, I couldn’t sleep, and if I couldn’t sleep, I couldn’t advance to the next day, so I couldn’t get my next influx of cash. When I found some rotten food that made me ill, I was so god damned relieved because even if this was going to create a problem for tomorrow, I could get to tomorrow, and maybe deal with it then. So I ate trash off the ground.
This is a pretty rough experience for a game to get me into, and while I’m absolutely impressed, it’s still grim as hell, pastel colours and chunky pixel art with singing aliens notwithstanding. This game gave me the experience of subsistence living, just on the far side of rough sleeping, and like, there’s no reason for me to have kept playing. When I was starving in a raining night staggering around looking for food to, I need to repeat, eat off the ground, recovering from having been robbed and having an attack of the genders, there was literally no reason for me to keep playing this game.
I did it, though.
The game had me engaged, but it wasn’t until after I hit the pillow with the mess of whatever the hell I’d chugged down rumbling in my guts to make me sick that I stopped to go: wow this is fucked up.
The next day was a festival day.
And that was nice.
I sat and I listened to the music. And I smiled. I picked up trash after the night came and the festival ended, and got back into the grind for another while.
It makes sense, though.
Not to pretend otherwise about my preferences, I’m not wild about games that approach the world-building from this footing. The kind of queer videogames that diarise painful experiences and or culminate in player death or failure or just ‘defy’ the conventions of games being interesting and fun to enjoy, as if the space of queer art is defined by its relationship to just being miserable. It seems to speak to the idea that power fantasies are the things the nonmarginalised make for themselves, and therefore, those who are marginalised should instead make the games that defy power fantasies, as if fun is the tool of the oppressor.
I don’t want to be seen as saying games like this shouldn’t exist! Even if there were too many games like this that existed, any single specific game shouldn’t bear the burden of the trend on its shoulders. As much as we can point to a trend where women are presented in mainstream movies a particular way, we can still point to a way that queer media tends to be about spaces that other media leaves alone.
I know I was biased against the type of game Diaries of A Spaceport Janitor chooses to be. It calls itself an anti-adventure game. The game starts with a call to adventure then punished me for trying to answer that call, and the optimal outcome is not to change anything. My goal became to just return to the point in the cycle I was at before I was foolish enough to try and want to change my poor little Janitor’s life.
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