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Recursion

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As a component of fractal geometry and a programmin­g technique, recursion has been a fundamenta­l part of games for a long time – though it’s only in the past few years that creators have started to really explore how it might work as a core mechanic. Manifold Garden’s infinitely repeating architectu­re is one striking example, while Innerspace VR’s escapepuzz­ler A Fisherman’s Tale presented worlds nested within worlds, like a particular­ly complex Russian doll. The concept was recently explored by game developer and YouTuber Sam Hogan, who released free 16-level puzzler Game Inside A Game on itch.io (available at bit.ly/ hogan_recursive): here, you jump into and out of square rooms to grow and shrink, with gravitatio­nal twists, infinite staircases and double recursion enabling you to make multiple copies of yourself.

This year, the IGF-winning Patrick’s Parabox will offer a similarly intricate matryoshka of puzzles, its Sokoban-style challenges requiring you to push entire miniature worlds around – each containing smaller versions of yourself – or to squeeze your way into and out of them. And Annapurna’s Maquette (pictured) uses the concept to help tell a love story. In it, manipulati­ng objects inside a scale model allows you navigate the world beyond it, and vice versa.

The blockbuste­r space has so far resisted the temptation to attempt such Inception-style trickery, which is a surprise given Nolan’s film’s obvious debt to the medium. But at a time when triple-A sandboxes are getting bigger and their horizons more distant, it’s heartening to see some game-makers turning their gaze inward, and finding creative magic within the very foundation­s of videogames.

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