It was snowing. I saw her standing there. I walked towards her. She walked away.
How did she know?
I needed to talk to her, to catch up with her, but the faster I ran, the further she got away.
I started to imagine music playing. It would push me on, and build, and build. I became addicted to the chase.
She would drop hints, scattering them to the wind. Was it to spur me on, or divert my attention? I did not waver.
A walk became a jog. A jog a run. A run a sprint.
The world became a blur. Trees and clouds whizzed by. I leapt over rocks and blazed through the snow.
The speed was exhilarating. Super Sonic.
She became a blurred figure, and I would catch her, I could catch her, but my attention wavered.
So I stumbled. I spun out of control. Face to the ground.
I picked myself up. Expected her to be gone. The chase was over.
But there she was just standing there. Looking away. Just out of reach.
So without a thought, I walked towards her, and she began to walk away.

Time flew by but the chase continued. I would get faster, closer(?), but I would always stumble, again and again and again.
…
One day it was snowing. I saw her standing there. I could catch her, but it felt like an age, and I was so tired.
Others can chase.
I walked away.
Thanks to IndieGames for the heads up.

1/06/09 at 3:53 pm
Wow, I feel so honored. I want to give you a hug. If at least one other person “got” it, then it was worth making myself feel vulnerable. Yang, how did you feel about the changed ending? I thought it was a good idea after having a friend insist it was the way to go, but now I think it might’ve also made the message a bit more scattered. I also felt a bit dishonest: it had previously been completely autobiographical.
Anyway, just trying to get the limerence out of my system. They say it’s best to just starve it off, but in 5 years, making this game has been the best thing to take away the pangs… Then again, perhaps I just accidentally started up another god-forsaken race. Can the lesson be learnt?
Thanks very much for the post, man. Made my day.
1/06/09 at 7:45 pm
Hello! You’re the creator! It’s an honour to have you here. I’m really glad this post warranted a response.
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Please do not continue reading beyond this point if you don’t want spoilers!
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I felt the changes you made to the game made it far more accessible but changed the overall experience, though the core message is the same.
In the original version, Chaser was a game in its own right. It was fun, difficult, satisfying and addictive. When I played it I had no idea it was meant to be a game with a message, but it became more apparent over time. The title Chaser and the fact that you can’t ever catch the person was not only a nifty gameplay mechanic and scoring system, but was a clear metaphor for relationships. Once I started down that path it was natural to start applying more meaning to the game’s other aspects (e.g. dropped coins, continuous play).
What really sold me was the aha moment when I decided to walk away. This point of discovery after “playing the game” over and over again, and having it result in an unexpected ending (in that I wasn’t expecting any ending at all) was really satisfying and brought it all together. For me, the original version was about the futility and exhilaration of the chase and the point at which you realise it’s not worth it anymore, that you’ve had enough. The act of choosing to walk away was bittersweet. What comes next is up in the air, ambiguous, and your character walking off screen signals a new chapter.
The current version of the game didn’t have that same traditional game aspect to it. It’s not difficult as you don’t stumble nearly as often (or at all) and it’s almost assured that you’ll reach the “end” (the point when you are not able to see the person you are chasing). Due to this assured first end, it’s more obvious that it’s a game with a message and thus players would be able to discover the aha moment sooner.
I believe this is a good thing as I’m sure many players gave up on the original version without discovering its message, but it’s a different experience. You don’t voluntarily submit yourself to stumble over and over again, and thus there is less of a, or no bittersweet moment when you consciously walk away. But what you added at the end replaces the bittersweet aspect of the original. What you changed after the moment you walk away complements the changes in gameplay. Finding a person to run with rather than chase is a beautiful concept and resolves the narrative nicely. The message is clear and you live happily ever after.
I hope that made sense. I don’t think either ending/version is better than the other but it’s definitely a different overall experience.
Your thoughts about it being a little dishonest is a really interesting one. Players wouldn’t know unless they knew you so I guess it all comes down to what you’re trying to achieve. It seems it has been therapeutic and if both versions achieve this then I guess it’s all good? But then again, even if you haven’t found someone yet to run with (to a pyramid no less!), perhaps that is what you are after and in that case it is honest. It is the future you want, the present – the moment you walk away, the past – the chase. All honest and true. :)
1/06/09 at 11:56 pm
Well, I tend to think that if real situations are portrayed, players will somewhat subconsciously pick it up, and it will affect them to a greater level than experiences which were merely constructed. But I’m glad that’s not necessarily the case here.
Anyway, thanks again. Your post made my day: it was right on target. Really didn’t think anybody would get there.