There is a man with the tools and the desire to see video games evolve and demonstrate intrinsic reflective value about us as people and the genre itself. He makes these games in such a way that they function as art pieces as well as games, and also somehow 'notgames' as he describes them.
His name is Jordan Magnusson, and he runs the site necessarygames.com, whichs hosts the flash games that he has made, in addition to thoughts he has about games as art, and games that reflect real life.
One aspect of his games is the fact they are based on travel. A handful are based around countries in the Asian subcontinent that he traveled around.
Here is "Loneliness" a game only in that you are given directional control over a single dot. The game is a visual representation of the feeling of loneliness, as experienced by youths in South Korea.
There's not much to spoil here, but still, I won't say much. The game is quietly heartbreaking, and sends a very strong signal to the player with an impactful message. Loneliness can feel like a physical ailment when it is strong, an enveloping darkness. Play this notgame.
Another simplistic notgame, Freedom Bridge is a representation of a very real, very awful situation. Between North and South Korea is what is called the Freedom Bridge or "Bridge of Freedom" which connects North and South Korea. People trying to escape from the North hope to cross this bridge, though none have managed to.
This simple notgame is profound. It is understated and stark, and it hits you right in the feels-center with its ending. It makes a strong argument for how games can be evocative art pieces
Walk or Die
This game is certainly prettier than those last two, and definitely a little lighter in its tone. Wak or Die is abundantly clear about its objective and what kind of gameplay to expect. Nothing confusing here.
The messaging in this one is more poetry than anything else, as stated by Magnusson. It makes you reflect on solitude and tranquility, but also on the relentless, ongoing nature of life. We must keep moving forward, keep developing as people, or suffer the consequence.