Stories have always found new vessels. Once they were passed along firesides, then preserved in books, and later projected on cinema screens. In recent decades, however, a new medium has proven itself unexpectedly powerful for storytelling: the tabletop game. Though often associated with dice rolls, scoring tracks, and careful rules, board games can sometimes carry within them something stranger and more evocative—narratives that bend familiar literature into entirely new shapes. A striking example of this is a pastiche inspired by the classic short story I Have No Mouth, and I Must Scream, reshaped into a tale of painted wooden figures, cardboard tiles, and an all-too-playful game designer.
The story is not simply a parody. It is, rather, a re-casting of horror and futility into the language of games. Where Harlan Ellison’s original explored the cruelty of a machine tormenting its captives, this version transplants that same bleak energy into the domain of hobby gaming. Here, the tormentor is not a supercomputer but the omnipotent presence of a designer, a figure who manipulates pieces for amusement. The “victims” are not human survivors but anthropomorphized game components—meeples, chits, and tokens given voices, memories, and dread. By shifting the medium, the piece demonstrates how stories can migrate, adapt, and remain unsettling even when the stage is only cardboard and varnished wood.
The opening scene makes this clear: a lifeless blue body lies across a table, already cold, already varnished. It is not the body of a human but of Gorrister, a character both remembered from Ellison’s original and reimagined here as a painted token. Around him sit others, equally helpless before the whims of the unseen hand behind the screen. The atmosphere is at once familiar to any board game enthusiast—pizza boxes, player screens, the clatter of skill chits—and at the same time grotesquely warped. What should be light entertainment has been transmuted into existential theatre.
This is part of the fascination of blending literature and gaming: the metaphors emerge almost naturally. A bag draw becomes a lottery of fate, a player’s choice becomes divine will, a missing limb becomes a “manufacturing defect” or the result of careless handling. Within the narrative, the characters attribute meaning to these events as best they can, clinging to scraps of logic just as Ellison’s captives once did. To the reader, the humor is there—dark, absurd, satirical—but so too is the genuine sense of helplessness. No matter how playfully described, there is always a reminder that someone beyond the table is pulling the strings.
The way the tale appropriates the structure of a game session is clever. Each “season” within the rules of the game becomes another cycle of suffering. Summer, Autumn, Winter: they are not simply phases of a Euro-style strategy game but stages of endurance. Ellen, Nimdok, Benny, Gorrister, and Ted—the familiar names—are all forced to navigate rounds of activation, settlement, and resource gathering, though none of it leads to liberation. The Designer, always watching, is capricious. Promised upgrades never materialize. Hope is dangled, then retracted. Even minor misprints or house rules become instruments of torment. And through it all, the characters voice despair that will resonate with anyone who has felt caught in a never-ending session, unable to influence the outcome.
Yet there is another layer: satire of the gaming community itself. The references to specific titles, to expansions and out-of-print boxes, to habits like chewing components or arguing over tiles—these details anchor the horror in the culture of play. It is both a love letter and a grotesque caricature. The library room, once filled with celebrated titles, is now barren, as if stripped bare by obsession or neglect. The tokens are not merely trapped in a cruel story; they are trapped within the endless cycle of gaming itself, where collections grow, trends shift, and beloved boxes vanish into obscurity.
This intermingling of homage and critique gives the piece its particular bite. The Designer, RB, is not presented as evil in the cosmic sense but as a mischievous human with too much power. His hands loom large, gluing googly eyes on a figure, dropping a cat onto the table, even burning and repainting components for his amusement. These acts are absurd, yes, but they echo the central theme of control. Just as Ellison’s AM toyed with its captives, RB toys with his meeples—not out of necessity, but simply because he can. It raises questions about ownership and agency: when does customization or house-ruling become cruelty? When does the designer’s hand smother the joy of those playing?
The appearance of the cat is one of the story’s most striking episodes. It intrudes suddenly, monstrously, not as a villain but as an ordinary domestic animal. In the distorted perspective of the meeples, however, the cat is apocalypse—hairballs and fishy breath magnified into terror. Here the story underscores how fragile the illusion of play can be: all it takes is one outside interruption, one careless paw, to scatter hours of careful arrangement. Many gamers know the frustration of a pet jumping onto the table, but here that trivial frustration is transformed into tragedy. Two characters are swallowed, their identities further disfigured by the Designer’s whims. What is mundane in real life becomes cosmic horror from within the box.
The language throughout is deliberate, blending the banal and the terrifying. Words like “varnished,” “lacquered,” “chits,” and “tiles” sit side by side with “torment,” “scream,” and “void.” This juxtaposition keeps the reader off balance. We laugh at the absurdity of a meeple crying or of a token drooling, but the laughter quickly fades into unease. The tone mirrors the very act of gaming: a blend of joy, tension, frustration, and occasional despair. By amplifying those feelings to an extreme, the piece highlights just how porous the boundary between play and story can be.
Perhaps the most haunting moment arrives near the end of this retelling, when the narrator attempts escape through a knot-hole in the floorboards. For a fleeting instant, freedom seems possible: the void below is unreachable to the Designer, a space beyond his control. Yet the attempt is thwarted, not by the omnipotent tormentor but by a mere player, casually catching the escaping figure. It is an elegant reminder that, no matter how much the characters may strive, they remain ultimately powerless. Their fates are bound not only by rules and mechanics but by the whims of those who hold the pieces.
As the narrative closes, the protagonist is reduced to a Start Player marker. Painted, scarred, and silenced, he continues to serve, round after round, game after game. The final line echoes Ellison’s original: he has no mouth, and he must scream. But the horror here is filtered through a gamer’s lens. The fate worse than death is not eternal imprisonment in a machine, but eternal recycling through sessions, expansions, and play nights—forever reduced to a component in someone else’s enjoyment.
What makes this retelling compelling is its layered effect. For readers who know the original short story, the echoes are sharp and deliberate, each twist both familiar and estranging. For readers who inhabit the world of hobby gaming, the satire lands with equal force, transforming in-jokes and habits into instruments of dread. And for those simply encountering the tale on its own, it demonstrates how malleable narrative can be, how easily the tools of one medium can be re-fashioned into the fabric of another.
In a broader sense, it also points toward the evolving relationship between games and storytelling. Board games are no longer seen only as mechanisms of chance or strategy; they are increasingly recognized as vehicles for narrative. Whether through campaign systems, legacy mechanics, or simply evocative settings, games invite players to inhabit roles and imagine worlds. This parody embraces that capacity to its extreme, treating meeples not as abstractions but as characters with memory, fear, and longing. It is playful, yes, but also profound, a reminder that even the simplest piece of painted wood can become a vessel for story if the imagination wills it so.
The endurance of Ellison’s original tale lies in its exploration of cruelty, hopelessness, and the persistence of consciousness under torment. The endurance of this retelling lies in showing that such themes can be transplanted into even the most unexpected soil. Within the laughter of absurdity, there is still a sting of recognition: we too are often at the mercy of larger systems, manipulated by hands unseen, carried along by rules we did not write. Whether the setting is a supercomputer’s belly or a cluttered tabletop, the feeling is the same—helplessness, absurdity, and the faint, fading hope of escape.
In that sense, this story is not only a parody but also a meditation on play itself. To play is to surrender control, to agree to rules, to let dice and cards shape one’s fate. To play is to accept being toyed with, even if only for amusement. The meeples’ lament, then, is not so far removed from the player’s own: a cry of frustration, a groan of defeat, the sense of being trapped in cycles beyond one’s command. And yet, just as we return to the table again and again, so too does the story end with persistence—endless, meaningless persistence. The Start Player marker remains, silent, enduring, waiting for the next round to begin.
Between Play and Punishment: The Designer’s Shadow
If the first movement of this strange tale is about recognizing how the familiar trappings of a board game can be warped into a setting of horror, the second movement lies in unpacking what it means for a designer to wield such power. The figure looming above the table is not simply a stand-in for Ellison’s original tormentor but also a metaphor for the peculiar authority game designers have over the lives of their creations. By examining this relationship—between designer, player, and piece—we can see how the parody functions not only as homage but also as commentary on the act of design itself.
In most games, designers are invisible. Their influence is felt in the elegance of the rules, in the clever twists of mechanics, and in the balance that holds the whole system together. Yet within this story, the Designer is not invisible at all. He is present in every moment, mocking, prodding, gluing, torching, repainting. The veneer of neutrality has been torn away, and what remains is a figure of godlike control, indulging whims without regard for the suffering of those below. This is, of course, absurdist exaggeration, but it highlights a truth: designers do shape experiences, often in ways players cannot resist or even fully perceive.
The characters’ suffering is heightened by their awareness of this imbalance. They know they are pieces in someone else’s game, just as Ellison’s captives knew they were trapped within AM. Their only agency is to complain, speculate, and dream of escape. When Ellen begs, “Why doesn’t he just do-us-in and get it over with?” she is voicing not only despair but recognition: there is no victory condition, no endgame, only prolonged endurance. This sense of futility resonates because many games, especially those with long playtimes or intricate systems, can generate similar feelings of being trapped in cycles beyond one’s control. The parody magnifies that experience, making literal the sense that “the game is playing me.”
What deepens the unease is the way the Designer mixes care with cruelty. He paints the figures, varnishes them, gives them eyes—acts that in another context would be gestures of affection. Yet here they become invasive, even sadistic. To glue googly eyes on a meeple is, in the hobby world, a quirky customization. In the story, it is mutilation. To strip lacquer and repaint is not restoration but violation. By reframing these actions from the perspective of the pieces themselves, the parody exposes the fine line between love of components and abuse of them. The Designer is both craftsman and tormentor, caretaker and destroyer.
This duality mirrors the ambivalence many players feel about their collections. Games are precious, often treated with reverence, sleeved, bagged, and shelved with pride. Yet they are also objects, shuffled, bent, pawed, spilled upon, occasionally left to molder. The Designer’s alternating cruelty and attention exaggerate these tendencies, presenting them as deliberate acts rather than accidents. The meeples’ horror is, in this sense, an externalization of the guilt and care that many gamers feel toward their beloved boxes.
Another striking motif is repetition. The narrative emphasizes the countless times the characters have endured the same cycle: “It was our one hundred and ninth play in the game.” Later, the count rises to hundreds more. This endless looping is central to the horror. Unlike a novel, which concludes, or a film, which reaches credits, a board game can repeat indefinitely. The same components are reused, the same mechanics re-triggered, the same opening moves rehearsed. For players, this is the joy of replayability. For the characters, it is damnation. They are condemned to rehearse the same roles, to suffer the same indignities, forever.
The repetition also draws attention to the peculiar temporality of games. Each session is both new and not-new. It resets, but it also carries memory—of strategy, of wear on components, of personal association. The meeples in this story embody that memory, burdened with all past plays, unable to forget. For them, novelty has vanished. What remains is routine, colored only by the Designer’s cruel interruptions. This conceit underscores how games exist in a tension between freshness and monotony, between discovery and rote action.
The parody also uses repetition to mock the promises of novelty. “It’s another shuck,” the narrator says of a supposed new tile. They have been fooled before. Hope of variation, of surprise, is dangled only to be dashed. This resonates with the endless churn of expansions and new editions in the hobby world. Each release promises freshness, yet often delivers only slight variations on familiar formulas. The characters’ cynicism is the cynicism of weary collectors, skeptical of hype yet unable to resist curiosity. Their despair is an exaggerated form of the disappointment every gamer feels when a long-anticipated title turns out to be mediocre.
One of the darkest comic touches is the way characters explain the Designer’s name, RB. They run through a sequence of interpretations—Respected Boardgame, Really Brilliant, Resources & Bidding—before concluding that it killed everything else. This line condenses the way reputations in gaming culture evolve: praise, acclaim, awards, and then saturation, backlash, decline. The characters treat this history as myth, as explanation for their torment. It is a sly commentary on how designers themselves are mythologized, elevated, and critiqued within the community. Behind every set of initials is a story of reception, expectation, and eventual exhaustion.
The parody’s treatment of the cat episode deserves special attention. On one level, it is slapstick: a pet knocking pieces aside. On another, it is horror: a monstrous presence devouring characters whole. But beyond both lies a metaphor for intrusion. Games are fragile spaces of focus and imagination, easily disrupted by the outside world. A ringing phone, a spilled drink, a cat on the table—these break immersion, reminding players that the magic circle of play is porous. By dramatizing that intrusion as apocalypse, the story elevates a trivial annoyance into existential crisis. It is funny, but it also captures the precariousness of play.
The story continues to build toward its bleak climax with the attempted escape through the knot-hole. This moment is crucial because it suggests the possibility of resistance. For once, the characters act not merely in reaction to the Designer’s whims but with initiative. They stack themselves, topple into the void, and vanish beyond reach. For a heartbeat, the narrative gestures toward liberation. But it is not to be. The Designer notices, and the protagonist is caught, suspended in mid-air by a player’s hand. The illusion of agency is shattered. Even the void itself, the imagined space beyond the board, is subject to intervention.
The cruelty here lies not only in the thwarting of escape but in the revelation that the players—those who are supposedly allies against the Designer—are complicit. A casual reach, a moment’s reflex, and freedom is denied. It underscores the hopelessness of the characters’ plight: they are not only subject to the Designer’s whims but also to the thoughtless actions of those who manipulate the pieces in play. For the meeples, everyone above the table is tormentor, whether they intend to be or not.
As the narrative winds toward its conclusion, the transformations inflicted on the protagonist grow more surreal. He is shot with an air rifle, posed on absurd dioramas, scorched with flame, redrawn with crude images. Each new torment exaggerates the indignities that components sometimes suffer—lost, damaged, misused. For the meeple, these are not trivial accidents but assaults on identity. The cumulative effect is grotesque parody, but it also hints at the fragility of objects we rely upon for play. Behind every scuffed token or faded card lies a story of handling, sometimes affectionate, sometimes careless.
Finally, the protagonist is reduced to the Start Player marker, stripped of individuality, function reduced to a token gesture at the beginning of each game. This fate crystallizes the theme: endless endurance without voice or agency. It is both absurd and chilling. The Start Player marker is often a trivial object, ignored after setup, yet it determines who begins—a position of minor power. Here, that paradox is twisted: the character is central yet silenced, necessary yet diminished. The irony is complete.
What makes the story so effective is the way it balances humor and horror. The absurdity of meeples suffering mutilation coexists with genuine dread. The exaggeration of gaming culture’s quirks coexists with recognition of their truth. We laugh, but uneasily, aware that the parody reflects something about ourselves—our obsession with components, our endless pursuit of newness, our compulsion to replay cycles even when exhausted. It is satire that cuts deep because it exaggerates realities we already know.
At the same time, the parody underscores the power of narrative to reshape experience. A board game session is ordinarily a dry sequence of moves, yet here it becomes the canvas for existential dread. The mere act of moving pieces on a board is reimagined as torment. The ordinary rhythms of play—seasons, turns, draws—are transfigured into instruments of suffering. This demonstrates how malleable the language of play is, how easily it can carry meaning beyond its surface. Just as Ellison used science fiction to explore psychological torment, so this story uses gaming culture to do the same.
The endurance of such a piece lies in its layering. It works as parody for those who know the original. It works as satire for those who know gaming. It works as uncanny fiction even for those who know neither. In every case, it reveals how thin the line is between play and punishment, between laughter and despair, between amusement and cruelty.
By the end, the protagonist’s cry—voiceless yet persistent—echoes beyond the table. It is not only the lament of a meeple but the lament of anyone caught in cycles of repetition, of anyone who feels manipulated by forces larger than themselves, of anyone who recognizes the futility yet cannot stop playing. That universality is what gives the story its staying power. It is not merely a joke, not merely an homage, but a meditation on the human condition refracted through the absurdity of games.
The Culture of the Table: Collections, Expansions, and the Endless Loop
To understand why this parody resonates so strongly, we have to step back from the immediate grotesquery of meeples crying or cats swallowing cardboard tiles. The story is not simply a dark re-skin of Harlan Ellison’s classic; it is also a commentary on gaming culture itself, with its quirks, obsessions, and contradictions. When the tokens lament their fate or speculate on the meaning of the Designer’s initials, they are doing more than parodying the helpless victims of a science fiction nightmare. They are voicing, in distorted form, the anxieties and habits of hobbyists themselves.
Board games, particularly modern hobby games, are not only about play but also about accumulation. Shelves sag under the weight of boxes. Expansions multiply. New editions replace old ones. A culture of collecting emerges, driven by novelty and scarcity. The parody reflects this obsession in its repeated references to vanished libraries and expansions that never materialize. When the characters remember a “green converter” that never appeared, or a “Boat 4a” that was promised but withheld, they are echoing the disappointment of players who pin their hopes on the next release, only to be let down.
The joke lands because it is true. Many gamers recognize the cycle: anticipation, hype, purchase, and eventual disillusionment. The meeples’ despair is our own, magnified to absurdity. For them, broken promises are torment; for us, they are simply part of the consumer cycle. By pushing the metaphor to its extreme, the story forces us to see how easily joy can sour into futility when desire for novelty becomes endless.
This commentary extends to the way games are mythologized. Within the parody, the characters treat the Designer’s reputation as legend. His initials, RB, acquire layers of meaning, shifting from praise to critique to dominance. This is a sly reflection of how designers and publishers are discussed in the hobby community. Names are shorthand for quality, style, or disappointment. A beloved designer can rise to prominence, then face backlash when novelty fades. The story collapses this entire cycle into the characters’ explanation of their torment, making reputation itself a source of suffering.
What emerges is a portrait of gaming culture as both passionate and exhausting. The library, once filled with celebrated titles, now barren, is a metaphor for the inevitable fate of collections. What was once treasured eventually fades, traded away, forgotten, or abandoned. The meeples are left alone in the ruins, clinging to memories of once-beloved boxes. This image resonates with anyone who has seen stacks of games gather dust or who has felt guilty for owning more than can ever be played. The horror of the story lies not only in the torment inflicted by the Designer but in the realization that our own habits mirror that torment in miniature.
Another cultural theme the parody satirizes is the fragility of immersion. Games invite players into carefully crafted worlds, yet those worlds are easily disrupted. The cat episode dramatizes this fragility. What is, in reality, a minor annoyance—a pet scattering tokens—becomes, in the story, apocalyptic destruction. For the meeples, the cat is an unstoppable force, its breath and fur magnified into terror. This exaggeration captures how delicate the suspension of disbelief can be. One interruption, one careless move, and the magic circle collapses.
The parody also gestures toward the obsessive seriousness with which gamers treat their components. Sleeving cards, varnishing tokens, 3D-printing organizers—these acts are, in one sense, signs of devotion. In another, they verge on fetishization. The Designer’s acts of repainting, gluing, or scorching pieces exaggerate this devotion until it becomes grotesque. What is meant as care becomes cruelty. By shifting perspective, the parody asks us to consider the line between preservation and violation, between love of the object and domination of it.
The repetition of play sessions in the story mirrors another cultural pattern: the compulsion to return to the table. The characters have endured “our one hundred and ninth play” and “hundreds of games” more. They remember every session, every cycle. For them, repetition is torture. For players, it is replayability. But the underlying truth is the same: games depend on cycles, on the willingness to reset and begin again. The parody exposes the darker side of this cycle: the possibility that it becomes routine, that it becomes compulsion, that it loses meaning.
One of the cleverest aspects of the story is how it weaves these cultural critiques into the language of play itself. The tokens talk of “bag draws,” “resource producers,” “settlements,” and “action rounds.” To them, these are not abstractions but lived experiences. The rules are not mechanisms but laws of nature. By treating mechanics as reality, the parody reminds us how much of gaming depends on shared imagination. We treat cubes as wood, discs as armies, meeples as workers. Here, the imagination is reversed: the components imagine themselves as alive, trapped within the mechanics. It is an inversion that exposes the arbitrariness of the whole system.
At the same time, the story hints at the exhaustion that comes with constant novelty. The meeples complain about endless promises of new tiles or conversions, never fulfilled. This reflects the real-world culture of expansions, where every game spawns supplements, add-ons, and variants. Players buy them in the hope of freshness, yet often the expansions complicate rather than enrich. The parody turns this disappointment into torment: the absence of the promised tile is not a minor letdown but another cruel trick by the Designer. The joke is sharp because it reveals the fragility of our expectations.
The parody also comments on the way games create communities, yet also divisions. The tokens speak to each other, argue, and comfort one another, but they are always aware of the gulf between themselves and those above the table. This gulf mirrors the distance between players and designers, or between players and publishers. We may speculate about intentions, interpret design choices, or argue about balance, but ultimately we are on the receiving end of decisions we cannot change. The meeples’ despair at the Designer’s whims is an exaggerated version of our own frustration when rules seem arbitrary, components flawed, or design choices capricious.
Humor plays an important role in softening these critiques. The image of a meeple with googly eyes, or of one repainted as a miniature version of the Cerne Abbas giant, is ridiculous. But behind the laughter lies unease. We laugh because the images are absurd, but also because they reveal truths about our culture of play. We do treat components as precious and fragile. We do obsess over expansions. We do mythologize designers. By exaggerating these tendencies to grotesque extremes, the story forces us to see them more clearly.
Perhaps the most poignant commentary comes at the end, when the protagonist is reduced to the Start Player marker. Within gaming culture, this role is trivial. A coin, a token, a random object can serve the purpose. Yet here it becomes a symbol of futility: the character is necessary but powerless, central yet silenced. This transformation reflects the paradox of gaming culture itself. We treat games as both serious and frivolous, both central to our leisure and ultimately disposable. The Start Player marker embodies this paradox, and the parody sharpens it into tragedy.
The story also speaks to the way games blur the boundary between fiction and reality. On the surface, games are abstractions. Yet players invest them with meaning. Victories are celebrated, defeats lamented. Strategies are debated with passion. The parody pushes this investment to its extreme by making the components themselves conscious. What players see as a harmless evening of fun becomes, for the tokens, an eternity of torment. This inversion highlights the emotional weight games carry, even when we insist they are “just games.”
In a broader sense, the parody functions as cultural self-critique. It reflects back to the gaming community its own habits, exaggerating them into horror. The endless cycle of collecting and discarding, the fetishization of components, the obsession with expansions, the mythologizing of designers—all are present, twisted into grotesque form. By laughing at the suffering of meeples, we are laughing at ourselves, at our own quirks and compulsions. The discomfort comes when we recognize how close the parody is to truth.
It is also worth noting how the story plays with memory and nostalgia. The barren library of games, once filled with titles now gone, evokes the melancholy of shifting trends. Games that were once the center of attention fade as new ones arrive. Collections evolve, tastes change, and once-beloved boxes gather dust or are sold. The meeples’ loneliness reflects this transience. They remember what has been lost, but the players above no longer care. It is a reminder that, despite the permanence of cardboard and wood, games themselves are ephemeral in cultural memory.
By embedding these themes within the language of horror, the parody achieves something rare: it transforms satire into existential reflection. We laugh at the absurdity of meeples suffering under the whims of a cruel Designer, but we also feel the weight of their despair. Their plight is exaggerated, but not entirely alien. We too are caught in cycles of repetition, promises of novelty, and the endless pursuit of something new. The story forces us to confront this reality, not with moralizing lectures, but with grotesque humor.
In the end, the parody is less about mocking gaming than about revealing its depth. By treating components as alive, it underscores the emotional investment players already make. By turning expansions into cruel tricks, it highlights the fragility of our hopes. By portraying the Designer as capricious, it questions the balance of power in design. And by ending with the silent Start Player marker, it leaves us with a haunting image of futility.
It is in this layering of satire, horror, and cultural commentary that the story finds its lasting impact. Like all good parody, it entertains even as it unsettles. Like all good satire, it exaggerates to reveal the truth. And like all good stories, it lingers after reading, echoing in the mind like a voice that cannot scream.
Narrative Techniques: Absurdity, Voice, and the Grotesque
If Parts 1 through 3 revealed the parody’s thematic core—its satire of gaming culture, its exaggeration of consumer habits, and its meditation on futility—Part 4 requires us to look closely at how these effects are achieved. The brilliance of this parody lies not only in the ideas it conveys but in the techniques it deploys to make them visceral. Through shifts of voice, the careful use of grotesque imagery, and the deliberate collapse of scales—from the grand to the trivial—the narrative establishes a surreal world where laughter and horror blur.
1. The Voice of the Meeple
At the heart of the piece is the narrative voice. Unlike Ellison’s original, where the perspective is human and personal, this parody chooses the impossible: a meeple speaking. This choice immediately destabilizes the reader’s expectations. A meeple is an object, a pawn, a figurine. It is not supposed to have thoughts, let alone articulate them in such tortured detail. By granting the meeple voice, the parody achieves two effects simultaneously.
First, it creates instant humor. The sheer absurdity of a meeple bemoaning expansions or recounting its torment invites laughter. The reader knows, on some level, that this perspective is ridiculous. But at the same time, the voice is imbued with such intensity—phrases drawn from Ellison’s dramatic, tortured style—that the absurdity becomes unsettling. We are caught between amusement and unease, forced to imagine what should never be imagined.
Second, the voice collapses the boundary between player and piece. The meeple narrates experiences that parody player concerns—missing expansions, broken promises, unwanted repaints—but from the perspective of the component itself. This inversion highlights the fragility of the player’s immersion. We normally ignore the consciousness of components; here, the narrative forces us to confront it. The meeple becomes both victim and prophet, speaking truths about the culture of play that players themselves might hesitate to articulate.
The choice of a first-person voice also ensures intimacy. We are not distant observers; we are inside the meeple’s mind, hearing its pain, its confusion, and its bitter humor. This closeness magnifies the grotesque: when the meeple describes being repainted, scorched, or stared at with googly eyes, the horror is immediate. We feel the indignity, even as we laugh at the absurdity.
2. The Grotesque as Technique
The grotesque lies at the core of the parody’s imagery. A meeple painted with obscene symbols. A tile swallowed by a cat, its return imagined as apocalyptic. Tokens glued, burned, or mutilated. These images are not merely funny exaggerations; they are grotesque transformations of familiar realities. Anyone who has painted a miniature, lost a token, or seen a pet interfere with a game will recognize the seed of truth behind the horror. The grotesque magnifies these mundane experiences into existential torment.
What makes the grotesque effective here is its doubleness. The images are simultaneously horrifying and ridiculous. A meeple turned into the Cerne Abbas giant is obscene, but also absurd. A cat swallowing cardboard is terrifying for the tokens, but laughable for the reader. This doubleness mirrors the doubleness of gaming itself: it is serious and frivolous, meaningful and trivial. By using grotesque imagery, the parody captures this tension.
The grotesque also functions as critique. By pushing care for components into the realm of bodily mutilation, the story exposes the obsessive seriousness with which gamers treat their pieces. Sleeving cards becomes surgery; repainting becomes torture; storage becomes imprisonment. The grotesque exaggerates these practices until their strangeness is undeniable. We are forced to see the rituals of gaming culture as rituals of obsession, hovering between devotion and domination.
3. Scale and the Collapse of Perspective
Another striking technique is the constant collapse of scale. The parody shifts effortlessly between the cosmic and the trivial. A missing expansion tile becomes a source of eternal despair. A cat’s breath becomes a world-shattering storm. A start player marker becomes the symbol of ultimate futility. By collapsing scale, the narrative exposes the absurdity of our own priorities.
This collapse mirrors the way games themselves function. Within the frame of play, small differences—a single point, a lucky draw, a missed rule—become monumental. Outside the frame, they are trivial. The parody takes this logic to its extreme, presenting trivial events as cosmic horrors. The effect is satirical but also reflective: it forces us to consider how games magnify meaning within their artificial boundaries.
The collapse of scale also creates disorientation. We are never sure whether to treat the meeple’s despair as profound or absurd. Is the cat truly monstrous, or just a cat? Is the absence of an expansion truly tragic, or just a marketing choice? By refusing to resolve these questions, the narrative sustains its tension between humor and horror.
4. Repetition and Futility
The structure of the narrative is built on repetition. The meeple recalls endless play sessions—“our one hundred and ninth play”—and cycles of hope and disappointment. Expansions are promised, withheld, promised again. The torment is not a single event but an eternal loop. This repetition mirrors the mechanics of gaming itself, where each session resets the board, the rules, and the stakes.
By framing repetition as torture, the parody critiques the culture of replayability and novelty. The meeples cannot escape the loop, just as players often cannot escape the cycle of buying, playing, and discarding. Repetition becomes a prison, stripping events of meaning. Each session is another round of suffering, another reminder of futility.
Narratively, repetition also builds rhythm. The recurrence of phrases—“he promised us Boat 4a,” “he repainted me,” “our hundredth game”—creates a chant-like cadence. This rhythm reinforces the sense of inevitability, as though the narrative itself is trapped in cycles. The reader feels the weight of repetition, mirroring the meeple’s despair.
5. Humor as Release
Despite its grotesque imagery and relentless despair, the parody is funny. Humor arises from incongruity: the lofty, tortured style applied to trivial subjects. A meeple bemoaning expansions in the voice of existential horror is absurd. The very act of parodying Ellison in this context invites laughter.
Humor functions as release, but also as critique. We laugh at the meeple’s despair, but the laughter is uneasy. It is laughter at ourselves, at our own obsessions. The humor sharpens the satire, making the cultural critique palatable while ensuring it hits home. Without humor, the grotesque would be unbearable. Without the grotesque, the humor would be toothless. Together, they create the uneasy balance that defines the parody.
6. The Ending: Silence as the Ultimate Grotesque
The ending is perhaps the most powerful narrative choice: the protagonist reduced to the Start Player marker, unable to speak. After pages of tortured narration, the voice is silenced. This silence is grotesque in its own way. The meeple is not destroyed, but stripped of agency. It is present but useless, central but powerless.
Narratively, this ending mirrors the fate of many players in gaming culture. We are necessary for games to exist, yet powerless in the face of design, publishing, and marketing decisions. The Start Player marker symbolizes this paradox: it begins the game but does not participate. By ending on this image, the parody crystallizes its critique into a single, haunting metaphor.
Stylistically, the silence also functions as a punchline. After the excess of grotesque imagery and repetition, the narrative collapses into nothing. The voice that once filled the page is gone. The reader is left with absence, forced to imagine the meeple trapped forever in mute futility. It is an ending that both honors and mocks Ellison’s original, achieving parody through perfect inversion.
7. The Surreal Layer
Beyond voice, grotesque imagery, and repetition, the narrative also employs surrealism. The cat becomes an apocalyptic force. Expansions are remembered as religious relics. The Designer’s initials are treated as mystical symbols. These surreal elements heighten the absurdity, transforming everyday experiences of gaming into mythic horror.
This surrealism reflects how games themselves operate. They invite players to treat abstractions as reality, to believe that cubes are wood or that cardboard hexes are terrain. The parody exaggerates this imaginative leap, showing what happens when the illusion is taken too literally. The surreal becomes both funny and disturbing, a mirror of the imaginative labor that games demand.
8. Intertextual Play
Finally, the parody relies on intertextuality. It assumes familiarity with Ellison’s original, echoing its style and structure while twisting its content. For readers who know the source, the parody is richer, filled with ironic inversions. For those who do not, it remains entertaining, but the layers of parody deepen with context.
This intertextuality mirrors gaming culture’s own reliance on shared reference. Rules, mechanics, expansions, and designer names are all forms of shorthand, meaningful only to those initiated into the hobby. By embedding itself within a network of references, the parody replicates the insider language of gaming, inviting those who understand to laugh along while leaving outsiders bemused.
Final Thoughts
This parody of I Have No Mouth, and I Must Scream achieves something rare: it transforms a classic work of existential horror into a meditation on gaming culture without losing the sharpness of either. By substituting Ellison’s tortured survivors with meeples and tokens, it highlights how easily the language of torment, futility, and despair can be mapped onto the rituals of play. The result is funny, disturbing, and strangely resonant.
At its core, the piece is about power and helplessness. In Ellison’s story, humans are powerless before an omnipotent machine. Here, the meeples are powerless before designers, players, and even pets. The torment comes not from a computer but from repainting, expansions, and careless handling. Yet the emotional weight feels similar: the endless cycles of play, the promises of novelty, the inevitable disappointments. The parody reveals how gaming culture, with its relentless pursuit of the new, its fixation on components, and its rituals of repetition, mirrors the structures of torment it exaggerates.
What makes the piece effective is its technique. The grotesque imagery—meeples mutilated, cats transformed into apocalyptic monsters—forces us to confront the absurd seriousness with which we treat games. The narrative voice, intimate and tortured, pulls us into the perspective of the meeple, making us complicit in its despair. Humor provides release, but also sharpens the critique, ensuring that the parody remains engaging while never allowing us to dismiss its insights.
The final image—the meeple reduced to a Start Player marker, silent and powerless—captures the paradox at the heart of the story. Play is supposed to be liberating, imaginative, and joyful, yet it can also be repetitive, controlling, and suffocating. The meeple’s fate reminds us of the thin line between immersion and obsession, between devotion and domination.
In the end, this parody is more than a clever reworking of a famous story. It is a mirror held up to gaming culture, reflecting both its joy and its absurdity, its passion and its excess. By exaggerating the rituals and anxieties of play into grotesque torment, it forces us to laugh, to cringe, and perhaps to reconsider the seriousness with which we sometimes treat cardboard, wood, and rules.
It is, fittingly, both a love letter and a critique. It acknowledges the creativity and intensity of gaming culture, even as it exposes its strange obsessions. Like the meeple narrator, we too may find ourselves trapped between laughter and despair, between play and repetition. And perhaps that is the ultimate achievement of the piece: it makes us see gaming not just as pastime, but as metaphor—a reflection of human habits, desires, and absurdities, exaggerated until undeniable.