The Marriage has been the subject of analysis in both
video game journalism and academic research. Writers took interest in its main conceit as a game that embraces its medium by trying to remove traces of all others, and saw that reduction as an opportunity for scholars researching video games and procedurality.
Games studies scholar
Ian Bogost categorized
The Marriage as a "proceduralist game," which "rely primarily on computational rules to produce their artistic meaning." Game designer Christopher Fidalgo wrote that it could be considered "a testament to the artistic potential of games on their own grounds". Bogost compared it to
Braid and
Passage, games which share several properties: "
procedural rhetoric, introspection, abstraction, subjective representation, and strong authorship." Games researcher Theresa Claire Devine used
The Marriage as a case study to develop her methodology evaluating the role of Art (in the sense of
high art, opposed to
low art) in games. Applying a multi-part algorithm to various aspects of the game, she concluded that it could be considered a "Game," as opposed to a "game," using parallel capitalization to indicate a "high" versus "low" distinction. Designer Jason Begy used
The Marriage to flesh out his definition of an "abstract game," looking at the way the game's objects operate as "sign[s] in the game's fiction" while at the same time lacking "relation between their form and their function."
Media studies lecturer Sebastian Moring expanded on the role of abstraction by putting
The Marriage at the center of a common dichotomy in
video game studies, between
simulation and
metaphor. He took issue with the majority of scholars who wrote about the game and called it metaphorical, arguing that while it is tempting to consider
The Marriage metaphorical simply because of its abstraction, lacking the audiovisual clues that a simulation would typically have, it is more accurate to think of it as a simulation. It is not a "mimetic simulation" like
The Sims 3, but "a low fidelity simulation ... because of its very abstract
semiotics as well as the few implementations of possible love relationship activities in the game mechanics." Starting with Humble's statement that the game is intended to be an expression of "how marriage feels," Game Development professor Doris Rusch wrote that she found the gameplay too far abstracted from a relationship such that it "does not actually model the experience of being in a relationship, but depicts from an outsider's view the reflection process about its mechanisms." According to Moring, however, what is simulated is not "love-related activities [or] an individual experience of love [but] a metaphorically structured concept of love." In an interview, Humble commented that the most common criticism he received was that the documentation he provided to explain the game was too detailed, though he did not regret including it because he felt it was important to communicate his intention. Rusch wrote about the limitations of playing the game without the explanation, saying that it "illustrates that the power of procedural expression to teach us something about the human condition hinges on cognitive comprehension of what the game is about and what its various elements stand for." Without the explanation, she argues, any significance a player would take away from their experience with the game would be due to their own creativity rather than to meaning built into the game, as the mechanics of mousing over abstract shapes are too far removed from the concepts they signify. ==Reception and influence==