Your Alter Ego
The recurring protagonist created by the player. The game follows this person's entire fictional life, and its personality is the result of the player's choices.
How it plays
The game is presented primarily through text-based situations and menus. The player chooses a life profile, reads short events, and selects a response from the available options. Choices influence the direction and tone of later situations rather than controlling an avatar in a physical world.
Progression follows broad stages of life, including childhood, adolescence, adulthood, and later years. The experience is structured as a sequence of decisions and reflections, with recurring themes involving education, careers, friendships, romance, marriage, parenting, health, and aging. Replay value comes from trying different answers and comparing the resulting life paths.
Plan your run
Read each situation carefully before choosing an answer, because the wording often signals which personal quality or life area is being tested. There is usually no single universally correct response; choices are more useful when they match the kind of life or personality you want to explore.
Use separate playthroughs to test contrasting decisions rather than trying to optimize every event at once. Keep notes about choices and outcomes if you want to compare paths, since the game’s appeal comes from observing how small decisions accumulate across a lifetime.
Meet the cast
The recurring protagonist created by the player. The game follows this person's entire fictional life, and its personality is the result of the player's choices.
Before you begin
Treat the game as a branching life experiment rather than a score-driven challenge.
Replay major stages with deliberately different answers to see alternate consequences.
Alter Ego is a life-simulation and interactive-fiction game developed and published by Activision for DOS in 1986. Rather than presenting a conventional action challenge, it asks the player to guide a fictional life from childhood through old age by responding to situations and making personal decisions. Separate male and female versions provide different scenario paths and perspectives. The game uses text, illustrations, and psychological commentary to frame ordinary experiences such as school, work, relationships, and family life. Its unusual subject matter made it one of the more distinctive computer games of its period, and it was generally noted for its ambition and novelty, although its interpretations of personality and social development can feel dated today.
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