This weekend there were two game jams running at the same time: one was a challenge to make dating sims (mostly with Twine) and one was a QUILTBAG-themed jam which I think was proposed by the MIT game lab.
I kind of had separate ideas for each theme at first, then I realised I really ought to just make one idea work for both jams. So I was going to make a twine game about fruitlessly trying to find love in a bad relationship, but then I decided I didn’t have the emotional energy to put myself through that this week.
So instead, I made a card game about couples trying to plan their futures together. I wanted to make a dating sim that wasn’t about courtship, but about what happens after you end up in a long-term relationship with someone. I’m really interested in the difficult strategy at work in negotiating your life path when it’s become clear that you are going to share that life with another person with their own goals. I got my partner to help me test the game and design cards.
It still needs iteration for balance and extra chaos, but here’s the basic structure of the game I made yesterday:
I like Anna Anthropy's work, but I also try to be clear-eyed about the fact that a lot of Dys4ia could be built in PowerPoint and isn't a game. That's not a value judgement. My value judgement of the piece as a work of expressive art is pretty high.Like Raph, I also really value and respect Dys4ia. I value it for the conversations it provokes, and for its landmark place in the landscape of trans-themed game development.