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We Become What We Behold is a short interactive game created by Nicky Case that explores how media influences public perception and behavior. The player takes the role of an observer with a camera, capturing moments within a small, looping society. Each photo affects how the characters in the world react, changing their emotions and actions over time. Through this process, the game demonstrates how selective attention and repeated exposure shape collective attitudes. The story unfolds gradually, revealing how individual snapshots can lead to widespread social change.
The gameplay centers on observation and timing. The player moves a camera lens over a circular environment filled with characters who perform simple actions. When the player takes a picture, the event becomes a headline that alters the behavior of the entire population. Over time, these moments evolve from harmless curiosity to growing tension. The interaction is limited but deliberate — each photo represents an editorial decision, showing how media focus can distort or exaggerate events. The mechanics serve as both simulation and commentary, turning the act of photographing into the main source of progression.
A standard session of We Become What We Behold follows this pattern:
This structure creates a closed feedback loop where the player’s decisions drive the evolution of social tension, illustrating how repetition can amplify emotion and conflict.
The narrative examines how simplified messages spread through repetition and bias. Characters begin by imitating what they see, reinforcing the player’s captured moments. Over time, harmless differences turn into exaggerated divisions. The player does not control individuals directly but influences them indirectly through selective visibility. This indirect control highlights the power and responsibility of choosing what to show and what to ignore. The result is a commentary on how cycles of attention can lead to misunderstanding and polarization.
Developed with the Construct engine, We Become What We Behold uses minimal interaction and a looping world to communicate complex ideas about information and perception. The visual style is simple, using geometric characters and limited color to keep focus on cause and effect rather than aesthetics. The entire experience lasts only a few minutes but conveys its message through repetition and escalation rather than dialogue. By reducing gameplay to observation and timing, We Become What We Behold demonstrates how media, once amplified, can redefine how people think, react, and relate to one another within a shared environment.