First, the computer asks you: “Does the pain of others make you feel good or bad?”
Next, you create an avatar, and a cute little pet. Then, the computer tries to talk you into putting a revolver to your head, in effect holding your virtual creations ransom. The object is to win by deceiving the computer.
KillScreen's reviewer offers this splendid analogy:
I’d describe it as Videodrome meets the Milgram obedience experiment meets a chatterbox
This might cross the border between game and performance art, or just be viewed as an interactive installation.
(thanks to Todd Bryant)