INSIDE talks about itself. Blob is a bag of errors which were valuable lessons.
Since devs will always go through errors in order to create, there will always be a blob at the end of the process.
So Inside is about being INSIDE the process of a game being developed.
In the finale, the devs are excited to see the game taking shape (first playable run)
Then there's crunch mode
https://www.youtube.com/watch?v=pMi1xluha1U&feature=youtu.be&t=1h47m47s Some devs won't make it.
About the very last scene (blob under ray of light at the edge of a cliff)
Ray of light is the symbol of the small satisfaction in an ocean of anxiety (more dark around) after game has been released.
Cliff is the end of the road/project. What's next after releasing the game ? This last scene is the dev's current situation
On the left is the original idea of the game. On the right is the final product.
That's why devs/scientists interact with blob in 2 ways:
- make sure it's autonomous,
- help being released (pun intented).
The mermaid, then, is the editor ? Living in an element hero can't breathe in.
First times with the mermaid are not deadly because she wants to kill but because devs refuse to have their idea taken away. So you don't die from breathing water but from refusing to breathe it (devs thinking PR/advertisement may corrupt the idea).
Final meeting with the mermaid devs let it go. The idea even starts gaining followers
https://www.youtube.com/watch?v=NP4AuKdb_dA&feature=youtu.be&t=1h12m10s
I won't go further since I believe you understand where I'm heading.
The game starts at the very second the idea of the game pops up in the dev's minds. And these are the people (some friends, bankers, etc.) who tell you that it is not a good idea.
But you stick to it and make it happen. INSIDE is the tale of this journey.
You're gonna ask me. Who controls the boy (which means the idea) ?
The definitive statement made by INSIDE is that player is the ultimate entity controlling the minds. If there were no players anywhere in the world, there would be no ideas of games, thus no games at all :
1/ his willingness to play sparkles ideas in devs's minds (thus 'controlling' their minds),
2/ and by playing (being, de facto, the control of another 'mind').
A total mise en abîme.