The world is full of symbols of various shapes and sizes that are extremely complex and obscure, therefore, their meaning is to be revealed. The control of revealing is a more effective social manipulation than economic exploitation and class oppression, which creates the illusion of equality and fanaticism of difference based on the loss of difference. In a consumer society with no mirrors but glass windows, we lose the perspective to see and reflect on ourselves. We constantly feel something is lacking, and create mazes of consumption for the proliferation of capital, playing the game of consumption happily to the end.
We are both the instruments that ensure the smooth and efficient functioning of the game system and the symbols that are being consumed. In this fictional game of consumption, we can simulate and participate personally in making the world crazy and out of control, letting the abuses show visually. Players follow the game's rules all the way through, with seemingly no winning or losing. The only way to fight the domination of symbols and consumption in this game is perhaps to shut it down completely.
The game “Consumer Maze” uses an empty “city” interface as the game map, where a number of “urban consumers” roam around the corners. Players need to build their own maze colonies to attract and capture “urban consumers”. The number of captured consumers determines how long the players can survive in the game and how much space they can occupy.
This is a speculative and conceptual project that could be adapted into an interactive game project in the future.