Online Game 'I Didn't Realise You Thought Like That' Explores Moral Judgment

Serpentine, in collaboration with artist and game designer Danielle Brathwaite-Shirley, has unveiled an innovative online game titled 'I DIDN'T REALISE YOU THOUGHT LIKE THAT.' This interactive experience transforms the abstract concept of moral judgment into a tangible, playable act. Beginning with a simple gateway, the game challenges participants to make decisions about who crosses the threshold, thereby revealing their own inherent biases and value systems. It's a profound exploration of human nature, prompting introspection on how quickly individuals form opinions and assign worth, ultimately influencing societal norms and conditions.

This digital creation serves as an extension of Brathwaite-Shirley's earlier multiplayer video game, 'THE DELUSION,' which was showcased at Serpentine North. While 'THE DELUSION' fostered dialogues around divisive topics such as censorship and social connectivity within a gallery setting, 'I DIDN'T REALISE YOU THOUGHT LIKE THAT' brings these critical conversations to a broader audience via web and mobile platforms. The artist, known for an active, participatory approach to art, encourages players to move beyond passive observation and actively engage with the ethical dilemmas presented, turning each choice into a form of self-examination regarding their sense of justice.

The game's narrative draws inspiration from Brathwaite-Shirley's graphic novel, 'Below the Blue Line,' where every negative online comment gains sentience. This concept creates a dystopian yet compelling backdrop, reflecting a world where extreme ideologies solidify, and once-marginalized language infiltrates mainstream discourse. Players are tasked with confronting various characters, including conspiracy agents and 'influencers,' each presenting their beliefs at the symbolic door. The core challenge is to decide their fate, shaping the virtual community that emerges from these choices, and confronting the discomfort that arises from such ethical quandaries.

Adding another layer of immersion, the game features a real-time feed that mimics the chaotic aesthetics of contemporary social media, where outrage, humor, fear, and conviction intermingle. This dynamic element not only dictates the game's tempo but also heightens the pressure on players, forcing them to make rapid judgments amidst a constant flow of information and shifting perspectives. The visual style, reminiscent of early 1990s video games with its intricate environments and creature designs, resonates with a generation accustomed to digital interfaces and comment sections, making complex ethical questions accessible through a familiar medium.

The development of this project, a collaboration with Beyond Code Collective and supported by Glass Castle Foundation, also champions the democratization of digital culture. Beyond Code's mission to provide technological education and opportunities aligns perfectly with the game's purpose: to function both as an artistic endeavor and a tool for critical thinking that extends beyond traditional gallery spaces. For Serpentine, this release reinforces their dedication to art that leverages public platforms, transitioning their ongoing relationship with Brathwaite-Shirley from research and exhibitions to a dynamic digital format that promotes accessibility, re-engagement, and dialogue. The browser thus transforms into a stage for artistic expression and a rehearsal ground for civic participation.

Ultimately, 'I DIDN'T REALISE YOU THOUGHT LIKE THAT' is conceived as a continuously evolving, open-source artistic project. Future iterations will incorporate new characters and conversations, informed by workshops, focus groups, and community initiatives, allowing the game to organically adapt and reflect diverse public perspectives. This responsive structure is fundamental to its meaning, as the artwork actively listens, internalizes, and transforms. Brathwaite-Shirley's extensive archive, comprising headlines, social media content, testimonies from Black trans and queer communities, dialogues with activists, spiritual leaders, and personal reflections, enriches the game's emotional depth. Through this rich tapestry of real and fictional encounters, the game subtly blends satire and absurd humor with genuine harm, sharpening critical questions that pervade public life.