In a 2011 lecture titled “Truth in Game Design,” developer Jonathan Blow declared that games were a unique platform through which to explore the mysteries of the universe. “We can come to the game with question after question after question and type in some code and get answer after answer after answer,” he said. “And if we’re tapping into the right thing, then the volume of answers available to us can actually be quite large.” Blow, whose time-bending puzzle game Braid was a breakout hit, was speaking mostly of questions pertaining to theoretical physics and advanced mathematics. The questions That Dragon, Cancer is asking, on the other hand, are the kind of spiritual and existential quandaries that have haunted humanity since Job: Why are we here? Can we influence our fate? What kind of God would allow such suffering? How do we endure the knowledge that we, along with everyone we have ever met and loved, will die?

Unlike the games in Blow’s lecture, That Dragon, Cancer doesn’t provide any solutions to its queries. “A lot of people say art asks questions, and that always bothered me. Why leave people with just questions?” Green says. “But I find, through this process, that I do have more questions than I did, and I’m not so keen or eager to offer answers.”

Toward the end of Thank You for Playing, the documentary about the game, there’s a scene in which you can spy a copy of Reality Is Broken on the Greens’ bookshelf. The manifesto, by designer and academic Jane McGonigal, argues that we should engineer our world to be more like a videogame, incorporating its system of rewards and escalating challenges to help us find meaning and accomplishment in our lives. Green, though, is doing the opposite. He’s trying to create a game in which meaning is ambiguous and accomplishments are fleeting. He is making a game that is as broken—as confounding, unresolved, and tragically beautiful—as the world itself.

Courtesy of the Green family

Courtesy of the Green family

Courtesy of the Green family