Design, Games

Two Years After Connecting

So it’s been two years since I made my first game, Connecting, with my friend Sandy Gardner. That doesn’t seem right to me – it feels like maybe a year at best – but it’s true. It’s not an anniversary I think anybody other than the pair of us would really want to commemorate, but I thought it would be nice to write something short about what the game tried to achieve, what my intentions and grander designs were with that prototype.

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Archive, Design, Games

ARCHIVE: Connecting post-mortem

This was originally posted on tumblr on 30th August, 2014.

1 – The theme

The part of “Connecting Worlds” that interested me the most was not necessarily “Worlds”, but “Connecting”. It suggests liminality, something that exists between worlds but is not a part of either.* So my game, then, would be about being between, about being in a constant state of connecting – connecting being a present tense verb, so the title in a way suggests that sustained liminality. From there it wasn’t a difficult leap to “airport”; travel is one of the most obvious and popular forms of the liminal that we can all recognise.

“Connected” also suggests a relationship, not just the actual connection itself but what that connection represents to each part. Naturally I went for a very literal definition of “relationship” and decided to make the game about communication between partners. Texting was the best way of displaying information about the relationship to the player in an interactive way, and continuing with the idea of liminalities, the phone can be seen as something facilitating the relationship between the player and Sam without being in the relationship. I mean, obviously. That would be weird otherwise.

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