The Aim of the Game:
This game proposal suggests a game wherein the player presumes that their choices matter; however, in actual gameplay and design, their choices are meaningless. Utilizing Ian Bogost’s notion(s) of what games “do”, this game will attempt to further frustrate any perceived agency a player presumably has in relation to the game, itself. As such, this game will pay close attention to the ‘art’ section in Bogost’s book; indeed, the ‘style’ of the game is important, here, as it is meant to draw attention to the ability for videogames to manipulate agency. As Bogost claims, “We must look deeper, to the particularities of specific aesthetic trends in game development itself, in hopes of identifying their positions in relation to
games and art alike” (2011, p. 12). This project will be a meditation on both the creation of the game and the choices I make as a developer as well as players’ dashed intentions and the implications, as such. In terms of genre, this game would fall under indie/ experimental art game as its purpose is to explore a concept in conjunction with the player.
The game, itself, will be a narrative fiction wherein the player must, with the help of a gynoid, save the spaceship by making “decisions” about which parts of the ship most need attention. All this is an attempt to subvert the ship’s course from speeding toward a black hole. In the end, the player will never “escape” and will, ultimately, die.
Rationale:
My dissertation research combines affect theory and gynoids within video games. One such iteration of this research sees the player as inextricably tied to the gynoids, themselves. I argue that the gynoids and the player engage in co-creation of meaning and meaning making within the game. Of further consideration is the medium through which the player engages with the game: console or otherwise. In understanding the modes of engagement, as well as the affectual economy by players and gynoids, I hope to present a demonstration of co-created videogame affect. My proposed game ties nicely into this as it frustrates preconceived “easy” boundaries and forces the player to look at the game’s mechanics and underlying ‘hidden’ decision trees.
Tools and Technology:
There are a myriad of media tools and websites I can use to realize this project. The tools that most interest me are: Twine, Ren’Py, and WiMi5. Likely, I will end up using either Twine or Ren’Py to conduct and create the game; though I will try to experiment will all three before I make a decision. Due to the nature of the game (narrative fiction, “decision” trees), these three media tools are the most relevant to my work.
Timeline/ Plan:
This project is a solo creation – as such, I am the lead executioner, designer, theorizer, and play-tester (though I will likely wrangle my friends and partner to participate in the play testing). Below is my projected timeline of completion.

Bibliography:
Bogost, Ian. (2011). How to Do Things with Videogames. University of Minnesota Press, Minneapolis: MN.
