~/talk

Rise of the Diary Game

Talkat AlterConf Boston 2014 · on Monday, 2014-09-15· [diversity-and-inclusion]
slides:none on file

Shows that diary games make concrete claims and use real tools: Depression Quest (released Feb 14, 2013 via Steam Greenlight) and Dys4ia use mechanics to induce helplessness or frustration, Twine/Inform7/RenPy/GameMaker lower barriers, Patreon funds labor, and a Ruin Jam yields 81 submissions. A personal Twine like Cis Gaze can hit ~3,000 plays. These projects both create community visibility and attract coordinated harassment, so outcomes — audience size, platform, mechanics, and the harassment or catharsis that follows — decide whether to watch.

AI-written summary · about

  1. 0:00Introduction
  2. 1:05Depression Quest backlash
  3. 3:59Defining diary games
  4. 5:04Why diary games matter
  5. 6:56Lowered barriers
  6. 7:40Ruin Jam impact
  7. 9:08Diary games by design
  8. 11:57Personal narrative games
  9. 13:07Content warnings matter
  10. 14:11Backlash against games
  11. 16:45Forced discomfort mechanics
  12. 18:51Gamers vs harassment
  13. 19:54Empowering marginalized voices
  14. 20:36Harassment risks
  15. 21:43Visibility and allyship
  16. 22:46Future of diary games
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