Sisyphean Games: IRB Quests, Tenure Trials, and the Futility of Academic Life Sims

The Rise of Sisyphean Academic Games

In recent years, a quiet wave of experimental games has begun to explore one of the least glamorous yet most emotionally charged arenas of modern life: academia. Rather than power fantasies about saving the world, these projects lean into the mundane, the bureaucratic, and the emotionally grinding parts of academic careers. They borrow the language of role‑playing games and interactive fiction to capture a simple but powerful feeling—pushing a boulder uphill, only to see it roll back down again.

These games are not meant to offer easy victories. Instead, they mirror the uncertainty, the slow progress, and the constant negotiation of identity, purpose, and work/life balance that define so many academic journeys.

Dennis’s IRB Approval Game: Bureaucracy as Boss Fight

Dennis’s IRB approval game turns one of the most dreaded processes in research into an interactive odyssey. Rather than fighting monsters or collecting legendary weapons, players wrestle with application forms, revisions, and opaque feedback loops. The central antagonist isn’t a dragon but a document that never feels quite finished.

Transforming Paperwork Into Play

The game’s core loop is strikingly familiar to anyone who has dealt with research ethics boards. You write a proposal, submit it, get cryptic notes back, revise, and resubmit. Each iteration feels like it should bring you closer to victory, yet the finish line keeps shifting. The gameplay captures the sense that no matter how careful or meticulous you are, something small can always send you back to the beginning.

By framing IRB approval as a series of quests, the game exposes how much emotional labor is buried inside supposedly neutral gatekeeping processes. Players confront that awkward truth: the system exists to protect participants, yet it often exhausts the very researchers tasked with carrying out the work.

The Emotional Texture of Administrative Futility

What makes Dennis’s project compelling is not just its clever mechanics, but the way it conveys emotional textures—anxiety while waiting for a response, the small jolt of hope at a minor approval, and the sinking feeling when you realize your carefully crafted application missed one technical detail. The game is less about winning and more about inhabiting a mindset shaped by uncertainty and delayed gratification.

Melissa’s First-Person RPG: Grief, Tenure, and Academic Survival

Where Dennis focuses on bureaucracy, Melissa’s old‑school first‑person RPG shifts the lens to interior life. Her game weaves grief and tenure into a single narrative, turning the academic journey into an emotional dungeon crawl. Corridors and rooms become metaphors for semesters, milestones, and private losses carried silently between teaching, research, and service obligations.

Old-School Aesthetics, Deeply Modern Themes

On the surface, Melissa’s work recalls classic dungeon crawlers: first‑person navigation, mapped corridors, incremental progress. But instead of enemies dropping loot, players encounter conversations, memories, and institutional expectations. Each step forward reveals the tension between personal mourning and the relentless pace of academic productivity.

Tenure in this context is less a prize and more a shifting goalpost. The player navigates grant deadlines while processing grief, performs well in teaching evaluations while trying to maintain a semblance of emotional stability, and faces moments where survival feels more important than advancement.

Grief as a Mechanic, Not Just a Story

Crucially, grief is not treated as simple backstory. It affects the player’s energy, focus, and choices. Tasks take longer, dialogue options change, and opportunities slip away because the character simply cannot meet every demand. This transforms grief from a narrative ornament into a lived mechanic—something that shapes how a player moves through the academic maze.

Ana’s Work/Life Balance Game: The Art of Losing Slowly

Ana’s work/life balance project captures another facet of the academic condition: the feeling that every attempt to achieve equilibrium is somehow doomed. Her game presents a week‑by‑week simulation of competing demands—teaching, writing, meetings, family, rest—and forces players to allocate limited time and energy across them.

Designing for Futility

Unlike conventional management sims that reward optimization, Ana’s design leans toward inevitability. There is never enough time. Sacrifices are unavoidable. Meeting one urgent deadline means neglecting another vital relationship. The player can try new strategies each week, but the structural constraints never truly let up.

This built‑in futility reflects a painful reality: many academics are told to “just manage their time better,” when the real issue lies in systemic overload, impossible expectations, and the erosion of boundaries. Ana’s game invites players to feel—not just intellectually understand—how impossible perfect balance really is.

From Personal Guilt to Structural Critique

As players cycle through weeks that blur together, they often experience the same guilt and self‑reproach that many real academics carry. Yet the game gently reframes that guilt as misdirected. When designed right, the mechanics make it clear that no amount of personal discipline could fully solve the problem. The result is a subtle critique of a culture that individualizes what are fundamentally structural issues.

Academic Life as Interactive Fiction

Taken together, these projects suggest a new genre: the academic life sim as interactive critique. Whether through Dennis’s IRB gauntlet, Melissa’s grief‑inflected tenure quest, or Ana’s doomed balancing act, these games leverage role‑playing and interactive fiction to expose the emotional costs of an ostensibly prestigious career path.

They share a few key traits: intentionally imperfect win states, cyclical structures that echo real academic timelines, and a strong focus on feelings that rarely appear in formal CVs—fear, exhaustion, quiet resilience, stubborn hope. Instead of escapism, they offer confrontation, reflection, and occasionally, a dark humor that only those inside the system fully understand.

Why Futility Makes For Powerful Design

At first glance, it might seem counterintuitive to build games around futility. Yet this design choice is precisely what gives these works their power. By resisting the usual promise that effort guarantees success, they hold up a mirror to systems where merit and outcome are misaligned, where luck, timing, and invisible rules shape careers as much as talent or commitment.

In doing so, they invite players to ask uncomfortable questions: Who gets to fail safely? Who is given second chances? Who is quietly pushed out when they cannot keep pace with impossible expectations?

From Campus Corridors to Hotel Hallways: Academic Games on the Move

There is an unspoken setting that these academic games quietly evoke: not just offices and classrooms, but the transient spaces that define scholarly life. Conference hotels, in particular, become liminal hubs where the struggles depicted in these games spill over into the real world. In a single hotel corridor, one guest frantically rehearses a job talk, another revises an IRB application between sessions, while someone else retreats to their room to process a personal loss after a long day of networking. The hotel lobby functions like a real‑life hub area from an RPG—overheard conversations about tenure, anxious preparations for panels, and bleary‑eyed emails sent at midnight from the business center. These temporary spaces capture the same mix of ambition, exhaustion, and quiet vulnerability that Dennis, Melissa, and Ana translate into game mechanics, turning hospitality venues into unofficial stages where academic quests and emotional side stories unfold in parallel.

What These Games Offer Players

For players within academia, these games offer recognition. They say, in effect, “You are not imagining this struggle.” Seeing IRB revisions, tenure anxiety, or work/life collapse turned into gameplay can be strangely validating, even when the experience inside the game feels as exasperating as real life.

For players outside academia, they open a window into a world often perceived as abstract or sheltered. Instead of caricatures of “ivory tower” privilege, players encounter the grind, the precariousness, and the emotional toll hidden behind conference papers and journal articles.

The Future of Academic-Themed Interactive Experiences

As more creators experiment with narratives rooted in lived academic experience, the possibilities continue to expand. Future projects might explore student debt as a survival horror mechanic, adjunct labor as a roguelike with constantly shifting rules, or collaborative research as a co‑op puzzle game where communication and credit‑sharing become central challenges.

What unites these directions is a shift away from escapism toward empathy. By making the invisible visible—especially the emotional and bureaucratic undercurrents—these games can help players not just understand academia, but feel its contradictions in their muscles and reflexes.

Conclusion: Playing the Unwinnable Game

The beauty of these academic life games lies in their refusal to promise neat endings. IRB approvals remain precarious, grief does not vanish at tenure, and work/life balance never stabilizes into a simple solution. Instead, players are invited to inhabit the ambiguity: to keep pushing the boulder, fully aware that it may roll back.

In a culture obsessed with success stories and productivity metrics, these games offer something rarer and more honest—a space to explore what it means to persist, even when winning is not guaranteed, and to recognize the quiet courage of those who continue anyway.

Just as conference hotels silently host the emotional undercurrents of academic life—from last‑minute IRB edits to hushed conversations about tenure decisions—these games quietly capture the same tensions in interactive form. The neutral decor of a hotel lobby mirrors the institutional blandness of committee rooms, yet behind every closed door are stories of grief, ambition, and fragile work/life compromises. By translating those realities into gameplay, Dennis’s IRB odyssey, Melissa’s first‑person RPG about grief and tenure, and Ana’s work/life balance simulation offer a kind of narrative room service for the soul: a temporary refuge where players can unpack the emotional luggage they carry through both campus corridors and hotel hallways.