Manifesto

I have always loved games. Ever since I can remember. As a very sickly, single child, playing outdoors and participating in events that involved physical exertion was almost impossible for me. I had to spend most of my time indoors and needless to say, I was pretty restless which would result in fits of anger and frustration. Games came as salvation for me in those trying times. Through board games, computer games and building kits, I would be able to channel my hyperactive brain and it came to me as a salve in the middle of a very confusing childhood. I have formed lasting friendships around games, whether it be digital or analog, games have been an important part of my life.

However, in the past few years, as I have seen the game industry explode, there is something missing. All the joy has been sucked out of games to turn them into Sisyphean endeavors which have no deeper meaning. The connection I felt to the player, the world and its mythos has now be replaced by fast-moving, bit-sized junk. And as I have grown up, their charm seems to have faded upon me. So, my stake with making games is:

  • Can I make games that rekindle the joy that I felt during my youth?

  • Can games be vessels to something larger than click farms?

  • Are games alternate forms of protest?

I wasn’t very sure where I was going with this principles but ‘Pleasure Activism‘ helped me narrow down my thoughts. The specific ideas that I want to explore are to create a safe space for players where they can experience a moment of quiet eroticism. I have always been fascinated with silicon and soft interfaces ever since I started at ITP and I think that interfaces for games that are soft, squishy and oddly satisfying have the potential to unlock moments of quiet eroticism. The experience of two people touching a shared piece of silicon from either side can feel oddly personal and intimate. I want to explore the breadth of this interaction and build a game where 2 people are quietly intimate.