Today I spoke with Carolyn Petit, the managing editor of Feminist Frequency, which you’ve probably heard about, since they’re easily the most successful and influential feminist/socially progressive games criticism outlet out there. A heads up: this is not a big formal “game design” conversation
Instead, here are some of the things we did talk about:
- Some follow-up to my point about “be critical of the games you love” thing from the last episode with Tevis Thompson
- A bit about Carolyn’s background, how she came to a “feminist awakening” after working at GameSpot
- How game developers, especially indie white male game devs like myself can do a better job with representing people who don’t look like themselves
- How the future is looking for representation and social issues in games
… and a lot more. I’d like to thank Carolyn again for her time, thanks to you for listening, and as always, thank you to the patrons who make this show possible.
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I’ve been working on this game now for over a year. It started as an abstract strategy game that was kind of like bejeweled or something, and then I decided to take it in a D&D Boxing direction with the Battle Blast theme.
Now the design is maturing in a lot of ways. One small example: instead of your attacks dealing random amounts of damage, minions have a random amount of health. So it’s basically just one of the ways to convert the output randomness to input randomness.
Another neat thing: you have stats, like attack damage and items that change that, and the enemies have health and armor and all of that, but health is visually represented as pips underneath a minion that simply “how many of your attacks it WILL take to take down this minion”.
Here’s a rundown.
It’s an American Gladiators or Nickelodeon’s Guts! type of TV game show. A sport – played single player, against basically an advanced strategic obstacle course, fighting robotic minions.
Continue reading “Push the Lane!”