SDL, GNU Compiler Collection, GNU Emacs,
mtPaint, CVS, and MinGW/MSYS
software
During the span of a five-minute video
game, a player encounters an entire
lifetime of obstacles and choices. Jason
Rohrer conceived of Passage as a kind
of memento mori, with a character that
begins as a young adult, ages, and dies,
all the while moving across the screen
from left to right through different phases
into the future. Points are earned from
rewards in treasure chests, but many
of the chests are empty; Rohrer notes
that, as in life, “not every pursuit leads
to a reward. . . Over time, though, you
can learn which pursuits are likely to
be rewarding.” Players may seek points
alone or in the company of a life partner.
Neither way is more correct than the
other: travel and treasure gathering
are easier for the agile solo player, but
couples can earn more points, although
they face more obstacles and one will
eventually be slowed by grief when the
other dies. When a player dies, the game
is over; unlike other video games, there
are no multiple lives. “Your score looks
pretty meaningless hovering there above
your little tombstone,” Rohrer notes.
“You die only once, at the very end,
and you are powerless to stave
off this inevitable loss.”