Coming Out Simulator 2014
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Coming Out Simulator 2014
''Coming Out Simulator 2014'' is an interactive fiction video game made by Canadian developer Nicky Case. The semi-autobiographical game was released on 1 July 2014 as a submission for the Nar8 Game Jam. Inspired by real-life events, ''Coming Out Simulator 2014'' is intended to help LGBT youth to understand their sexuality. The game teaches what happens in conversations about coming out. According to Case's writing in the game itself, there are "no right answers." Gameplay The player is initially introduced into the game by the creator, and is made aware that they will play the role of a younger Case and be faced with decisions and events that may or may not have happened in their own life. The player must choose a selection of responses to say in conversation with other characters, in a user interface deliberately stylized to look like an instant messaging application. The characters in ''Coming Out Simulator'' respond to the choices of the player. Kotaku reported that Case ...
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Nicky Case
Nicky Case (born September 11, 1994) is a Canadian indie game developer, web designer, and critical theorist. They have developed interactive websites and online video games such as '' Coming Out Simulator'', ''Explorable Explanations'', ''We Become What We Behold'' and '' Parable of the Polygons''. Case's works are characterized by their recurring goal to "help people understand complex systems", presenting dilemmas and potential resolutions in a philosophical manner. Case has also collaborated with theorists and academics such as Stefano Gualeni, Vi Hart and Bret Victor. Besides designing and developing games, Case has been active on their website and blog, ncase.me', regularly updating posts, short stories and comics about mental health, games and media culture, COVID-19 safety, and social science, among others. They have also written educational blog posts teaching mathematics, how to code, and how to make games. Career Case began game development at a young age of 13 thro ...
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Dys4ia
''Dys4ia'' (pronounced dysphoria) is an abstract, autobiographical Adobe Flash video game that Anna Anthropy, then known as Auntie Pixelante, developed to recount her experiences of gender dysphoria and hormone replacement therapy. The game was originally published on Newgrounds but was later removed by Anthropy. In 2023, she republished it on itch.io. Plot Touching on the 'frustrations' of transitioning, particularly taking estrogen, the game documents a six-month period in her treatment via a succession of mini-games that reflect on gender politics, identity, and personal development. While discussing the concept with the ''Penny Arcade Report'', Anna Anthropy remarked, "This was a story about frustration—in what other form do people complain as much about being frustrated? A video game lets you set up goals for the player and make her fail to achieve them. A reader can’t fail a book. It’s an entirely different level of empathy." Reception After debuting at a Toronto-base ...
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Fiction With Unreliable Narrators
In literature, film, and other such arts, an unreliable narrator is a narrator who cannot be trusted, one whose credibility is compromised. They can be found in a wide range from children to mature characters. While unreliable narrators are almost by definition first-person narrative, first-person narrators, arguments have been made for the existence of unreliable second-person narrative, second- and third-person narrative, third-person narrators, especially within the context of film and television, but sometimes also in literature. The term “unreliable narrator” was coined by Wayne C. Booth in his 1961 book ''The Rhetoric of Fiction''. James Phelan expands on Booth’s concept by offering the term “bonding unreliability” to describe situations in which the unreliable narration ultimately serves to approach the narrator to the work’s envisioned audience, creating a bonding communication between the implied author and this “authorial audience.” Sometimes the narrat ...
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Open-source Video Games
Open source is source code that is made freely available for possible modification and redistribution. Products include permission to use and view the source code, design documents, or content of the product. The open source model is a decentralized software development model that encourages open collaboration. A main principle of open source software development is peer production, with products such as source code, blueprints, and documentation freely available to the public. The open source movement in software began as a response to the limitations of proprietary code. The model is used for projects such as in open source appropriate technology, and open source drug discovery. Open source promotes universal access via an open-source or free license to a product's design or blueprint, and universal redistribution of that design or blueprint. Before the phrase ''open source'' became widely adopted, developers and producers used a variety of other terms, such as ''free software'' ...
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