
We Become What We Behold

We Become What We Behold
About We Become What We Behold
We Become What We Behold is a 5-minute, satirical point-and-click about media feedback loops. Snap photos of circles and squares to make sensational stories go viral, then watch how the crowd changes.
How to Play
Move your mouse to aim the camera viewfinder around the screen. Click the left mouse button to take a photo when you see something interesting happening between the circles and squares. Your photos will be published as news stories that influence how the characters behave. Look for moments of conflict, love, or anything unusual to capture viral-worthy content. The game progresses automatically as your photos shape the story.
Controls
Mouse: Move to aim camera Left Click: Take photo
Media Satire & Social Commentary
We Become What We Behold stands as one of the most incisive critiques of modern media cycles ever created in interactive form. Developed by Nicky Case in 2016, We Become What We Behold emerged from the creator's frustration with the "conflict → media amplification → more conflict" cycle that dominated social discourse. We Become What We Behold opens with Marshall McLuhan's profound observation: "We shape our tools, and then our tools shape us," immediately establishing its philosophical framework. The genius of Case's design lies in making the player complicit in the media machine. You don't just observe the feedback loop—you become its operator. As Case explained in his post-mortem, "I made We Become What We Behold to reflect on a feedback loop I saw in 2016," referring to how sensationalist media coverage was fostering unprecedented social division. The game demonstrates that the feedback loop "only rolls in one direction"—conflict generates engagement, but harmony is ignored. We Become What We Behold's satirical elements target multiple aspects of contemporary media landscape. We Become What We Behold serves as "a brutal parody of sensationalist 'click-bait' news" while exposing how "selective reporting" shapes entire narratives. When you photograph circles and squares getting along, the audience doesn't care—nothing changes. But capture one moment of inter-group tension, and watch society fracture. This mechanic brilliantly illustrates how media pursues "part of the story" rather than the whole truth. Critics have noted how the game "spoke to the way sensational social media and news affects how we interact with each other as a society." The deliberate escalation from minor differences to devastating conflict mirrors real-world patterns of tribal polarization, making We Become What We Behold a prescient commentary on social media's role in amplifying division.
The Psychology of Viral Content
The mechanical simplicity of We Become What We Behold—point, click, watch—belies its sophisticated understanding of viral content psychology. Case deliberately designed We Become What We Behold to demonstrate that "if you choose to focus on conflict, fear, or anger, the atmosphere shifts dramatically." This reflects research on emotional contagion and the psychology of social media engagement. The game's progression system reveals the addictive nature of sensationalism. Early photographs of mundane interactions—circles and squares coexisting peacefully—generate little response. But the moment you capture conflict, the engagement metrics skyrocket. This mirrors real-world social media algorithms that prioritize emotionally charged content because it drives higher user engagement. Case's insight into feedback loops extends beyond media to human psychology itself. We Become What We Behold shows how "formerly friendly circles and squares begin to mistrust or even hate each other when provocative headlines dominate their screens." This isn't just about media manipulation—it's about how repeated exposure to conflict-focused narratives literally rewires social perception. The emotional escalation is carefully calibrated. Players often report feeling increasingly uncomfortable as they realize their role in the spiral. One player noted, "The game hit the nail on the head for its portrayal of the media and how it propagates to an ending it didn't intend." This discomfort is intentional—Case designed the violent ending to be "emotionally devastating" as "a deliberate way to create empathy with the audience." The brilliance lies in how the game makes abstract concepts tangible. Media literacy discussions often fail to resonate because they remain theoretical. We Become What We Behold makes you feel the weight of editorial choices, transforming academic concepts about agenda-setting and framing effects into visceral understanding.
Design Philosophy & Interactive Storytelling
Nicky Case's approach to We Become What We Behold represents a masterclass in what he calls "explorable explanations"—interactive media that makes complex ideas accessible through direct experience. We Become What We Behold's minimalist aesthetic serves its message; simple geometric characters remove cultural and demographic markers, forcing players to focus on the mechanics of division itself. The five-minute runtime is crucial to the game's impact. Unlike traditional games that build investment through progression and rewards, We Become What We Behold creates urgency. The compressed timeframe mirrors the rapid escalation of viral content cycles, where stories explode and vanish within hours. This temporal constraint forces players to make quick decisions, mimicking the pressure-cooker environment of real newsrooms chasing clicks. Case's background in systems thinking heavily influences We Become What We Behold's structure. Rather than presenting a linear narrative about media problems, We Become What We Behold creates a system for players to discover these problems organically. The feedback loop isn't explained—it's experienced. This approach aligns with Case's broader work on interactive journalism and educational games, where understanding emerges through play rather than exposition. The decision to make photography the central mechanic is particularly inspired. Photography inherently involves framing—literally choosing what to include and exclude. By making every click a editorial decision, the game transforms players from passive consumers into active participants in news creation. This mechanic elegantly demonstrates how "choosing what to photograph shapes the entire narrative." The game's influence extends beyond entertainment into educational contexts. Media literacy educators have adopted We Become What We Behold as a teaching tool because it generates what Case calls "aha moments"—sudden understanding of complex systems through direct manipulation. This represents a evolution in serious games, moving beyond mere gamification toward genuine insight generation.
Cultural Impact & Critical Reception
Since its 2016 release, We Become What We Behold has transcended its origins as an indie web game to become a cultural touchstone for discussions about media responsibility and social division. We Become What We Behold's prescient timing—releasing during a particularly fractious election cycle—demonstrated Case's ability to capture zeitgeist moments through interactive media. Academic reception has been particularly strong. Media studies scholars have praised the game's "non-partisan commentary on how sensationalism can fuel division and tribalism." Unlike traditional media criticism that often carries ideological baggage, We Become What We Behold focuses on structural mechanics rather than partisan politics. This neutrality has made it valuable for cross-political dialogue about media literacy. The game's influence on the indie game development community has been substantial. Case's success in creating meaningful commentary through minimal mechanics has inspired a generation of developers to tackle serious subjects through simple, accessible games. The "explorable explanation" format pioneered by Case has become a recognized genre, with We Become What We Behold serving as the gold standard. Vice's coverage noted how the game "takes on the media feedback loop" with unusual sophistication for such a brief experience. The gaming press has consistently highlighted how Case "made We Become What We Behold to reflect on a feedback loop" rather than simply creating entertainment. This intentionality has earned the game respect in academic circles typically skeptical of games' educational value. Perhaps most significantly, the game's warnings about media-driven polarization have proven prophetic. Contemporary discussions about echo chambers, filter bubbles, and algorithmic amplification often reference concepts that We Become What We Behold made viscerally understandable years before they entered mainstream discourse. The game's ability to predict and explain these trends has cemented its status as both entertainment and social commentary.



