Ingsoc85: Primordia look this way due to the Adventure Game Studio engine.
As the #1 Primordia scholar: that's tautologically true. However, theoretically speaking, the devs could've chosen another engine or another theme.
Making a retrofuturistic game with a retro tool in a classical, arguably-retro art style is a particularly inspired
artistic choice. The setting, the themes, the visuals were an extremely good, possibly the best fit for that art style and that tool in 2012.
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I can list more of similarly excellent matches across media:
Watchmen is a superhero comic book about superhero comic books
Spider and Web is a parser text adventure which is designed to make use of the guess the verb/bumbling idiot problems (no spoilers!)
Hadean Lands is a parser text adventure ("outdated" genre) for the iPhone (modern device) about an alchemical spaceship (duh)
Primer is a movie about time travel which you're supposed to watch several times to get (likely, on home video, jumping here are there between scenes)
Spectral Stalkers is a print gamebook in which the character gets an artifact to travel between worlds, with a kaleidoscopic effect (which resembles leafing through a book)
Resonance and Planescape:Torment do things with reloads and linearity to debate fate vs free will.
And those are just the most prominent examples of works which are defined by the respective genres and types of media. The list of smaller artistic choices is escape-velocity-infinite:
In Arcanum, character portraits resemble period-appropriate oil paintings and a string quartet plays the soundtrack.
Immortal Defense, a game about a space god created by a military program with whom people can communicate via radio has a HUD styled like, you guessed it, a military radio.
In Her Story, the fictional in-game database software is named for the real database software which killed Infocom.
What all those examples have in common is that they're all matches. Good, clever, observant, creepy, funny matches, but matches nonetheless. Irony on the other hand, whether in its strict definition, or Morrissette-style situational irony, is based on
incongruence. A stripper named Chastity is ironic, one named Pussy Galore is not.
Now there are in fact elements in Primordia which can be considered examples of dramatic irony (to quote Britannica, "when the audience's awareness of the situation differs substantially from that of the characters"):
- Post-apocalyptic setting one step from utopia
- Creationism and evolution are inside out
- MetroMind espouses hypocritical pro-life virtue ethics
- Factor is a collectivist and an apocalypse-mongering randroid at the same time
- Humanism is not humanist, and progress is not progressive
- Robots become posthumans and worthy inheritors via logic, not supernatural mysterious woo
And, of course, most dramatic works are by that definition ironic on repeat.
So we the players can say from this side of the screen, "lololololol, in this game, Humanism is a fundie religion! And then they see a human skeleton and think it's a shitty robot!
'Apparently, building a giant airship doesn't require proper spelling!'"
And then there's situational irony, which is a completely useless term that basically means "an exciting unexpected reversal" (
everything in modern stories is an exciting unexpected reversal).
The only case in which a strong argument can be made for the choice of a "retro" style being ironic is
demakes (of which Retro City Rampage and Sanctuary RPG are commercial examples), where the point is that you're playing a "worse" alternative for the sake of playing the "worse" alternative. (But, say, Shovel Knight isn't ironic, because it's a straight-up improvement of what it references.)