It was about the writer and Ffxiv Gil game director who was molested by adrunk father and he had a very, very difficult childhood. The gameis about his experience. You could really feel when you played thegame that it was written by someone who didn't imagine all thosethings but actually experienced them himself. It gives a totallydifferent tone to the experience because suddenly you're with them-- you understand he's totally sincere and you can try to feel apart of what he felt. This is where games can become more powerfulthan films. In a film a lot happens in the mind when you watch butyou're not a part of the film really, whereas in games you canchange what's going on. You can see it from different angles andinteract with the world, it's a different relationship between theplayer and the game. I think all these emotional experiences andthese meaningful experiences become more powerful because they'reinteractive.

So does he feel we are getting better at dealing with complexityin videogames? Certainly smaller studios are offering up thepersonal and the subtle (Gone Home, for example) as wellas the political (Democracy), while individual game makersare taking advantage of platforms like Twine to exploreissues and ideas around sexuality, gender and so forth.





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