>"I completely agree with your thoughts on why you want to make a game wholly removed from the issues we live with right now. I think you're accurate in how you would create a game that idealizes what could be! My disagreement is that all cozy games should go that direction."
Yes, to clarify what I mean: as I said above, I do not think that a game has to exist completely outside of reality.
A game which includes racism does not necessarily portray racism as a desirable end goal. A game which includes money does not necessarily portray wealth accumulation as a desirable end goal. However, many games which include money do portray wealth accumulation as a desirable end goal. I view this as bad, in the same way that I would view a game that portrayed racism as a desirable end goal as bad.
>"I think it's important for hopeful content to have a diversity of range in what parts they imagine better. Like, sometimes I need art that shows me what a perfect system/dynamic/relationship is. Sometimes I need art that shows me how to survive in the life I'm living or this exact day and these exact decisions. There's also absolutely times in my life when either of those would hit better or worse."
I agree with this. I think that, to use the queerphobia example, I benefit from having games which do not include queerphobia whatsoever and instead show me a future where I can escape queerphobia. I also benefit from having games which confront the realities of queerphobia, while showing it as undesirable. I would not benefit from games which show queerphobia as desirable.
I want to both imagine futures and worlds where racism no longer haunts me, and also to imagine futures and worlds where racism exists (as it does now) but where the characters do not want it and fight against it. Both have meaning and value, and both hit at different times.
>"To be fair, I don't include diversity in this, and that may be contradictory. Maybe because even in the least realistically diverse places, there's still waaaaay more diversity than the average game has, but also because in all the games I can think of with it, it is NOT being used to actually talk about that topic."
I agree. I also just would not want to tell stories about non-diverse groups. I do not care. Enough other people are telling those stories that I do not need to be.
>"Like, a painful subject of reality should have a purpose."
I wholly agree.
>"Now implementation of that is definitely way trickier. For example, Pokopia's ethos is that unfortunately, humans ruined the planet and left, it's super clear that that part is objectively terrible and the narrative admonishes it. Your role (in the intended narrative), is to be someone who can fix the environment, work as a community, for all the "animals" left behind. The catharsis is in this world without humans, and being able to heal the earth. That being said, Pokopia has a LOT of issues with implementation, specifically in the housing feature, and the ability to whole ass terraform places back to cities. But I think the initial concept is a valid method of hope. But again, we're not determining what the best most ideal single game vision would be, we're considering the range of what is needed to have a real message of hope without contradicting itself. I think the worst part for me is where a character says in earnest "the humans will be so proud of us for building it back up". Like bro NOOO I did not do anything for those guys, I wanted squirtle to have wetlands again! One point in it's favor is that it has various pokemon saying they DON'T want the humans back, but I wish that was more common."
I agree with this. I would have loved to see more discourse on humans coming back vs. not. I also generally think that Pokopia had a problem with painting humans as a monolith. Much as in Shin Megami Tensei games, these games propagate the fascist belief that all of humanity collectively destroys the environment. This permits the relatively smaller group of people who actively choose to destroy the environment to not to feel the consequences of their decisions, because they can portray "all of humanity" as "guilty sinners".
In reality, most humans do not benefit from environmental destruction and/or actively try to fight against it, but cannot because a small group of humans sets the rules for how people can realistically interact with the world.
Humans are part of nature. A world without humans is no better than a world without bees or a world without shiitake or a world without antelopes or a world without ferns. Yes, the world can heal from the loss of any species or any ecosystem, but I do not think that humans have some uniquely evil nature. As a side note, if you like to read books, I highly recommend Pollution is Colonialism by Liboiron, a book which greatly impacted my philosophy for the better.
>"Actually I think we align via "Showing a game where capitalism exists but does not cause trauma propagates fascist values. It propagates the fascist lie that capitalism can exist without violence and suffering. "
Yes, I think that we align on this.
>"I think if we include these realities, that we should comment or subvert them. I agree that if I am playing a game, and these concepts come up unquestioned, it impacts my enjoyment of that game heavily."
Yes! We hugely align on this.
A cozy game can absolutely include capitalism, fascism, etc. and remain cozy and even comforting, as long as it does not reward the player for playing to those values.
>"I hugely agree with games being majorily white, skinny and able bodied. It's a huge huge peeve of mine given I made a diverse game and it was NOT hard. Like, making fat bodies and even a whole character creator with fat bodies was really easy, and I am faaaar from well learned in game making. I do find a lot of character creators and npc casts are becoming more diverse, though somehow STILL leave out body size diversity. It's honestly bizarre to me."
I agree with this. Thank you so much for taking the time to make a character creator which includes fat people. I, too, strive to include fat people in my games and to radically demonstrate love for the fat body. As I mentioned, in my cooking game, I plan to have a character whose happiness goes hand-inhand with their fatness. I have been prototyping how to do this without unintentionally coming across as "feeder" fetishism (fetishism/objectification dehumanises rather than humanises), but I am committed to portraying fatness not only as tolerable but even desirable and something to celebrate depending on the circumstance and the person.
"I've thought a lot about this one! I realized in a chat today with a friend, that I may be projecting my idea of cottage core on others. In my head, and in the niche of content I see, the idea is rewilding. Like, you're absolutely right that the other side of it is going to a place they deem "new" and then building a life there are using the resources. I honestly forgot that dynamic, as in my real life I normally only encounter nature lovers seeking to rewild a parking lot or wherever."
Rewilding as a concept has a lot of baggage to me, as the historical discourse surrounding rewilding has (again, historically) fetishized the concept of "making spaces uninhabited again", which also propagates the concept that some original "uninhabited space" even existed. I am going to quote from a review that I think summarises this tension quite well:
"In the 1990s, pioneers of rewilding described a bold vision of wilderness connected at the continental scale, with thriving populations of large, wild animals. Much of the resulting discourse has emphasized uninhabited places or has promoted a "hands-off" approach to environmental management. This clashes with many Indigenous (e.g., First Nations) perspectives and has made rewilding largely irrelevant to Indigenous communities, especially in colonized countries. Yet rewilding can support Indigenous community aspirations for sovereignty, health, and justice. Moreover, Indigenous communities and their traditional ecological knowledge are vital to conservation. We suggest two principles by which rewilding can align with, and support, Indigenous communities: shifting focus from wilderness to the creative agency of wild beings, and framing restoration as a collaborative endeavor between humans and wildlife. As an approach to conservation policy and practice, rewilding should seek opportunities to place Indigenous communities in leadership positions, in terms of both practical restoration and the conceptual reshaping of rewilding itself." (https://conbio.onlinelibrary.wiley.com/doi/10.1111/conl.13090 ← I recommend reading this whole review if you have interest in this subject, as I think that any robust praxis for environmentalism must consider, acknowledge, and centre the need for anticolonialist Indigenous-supportive beliefs and actions.)
As the abstract explains, rewilding discourse now is starting to backtrack on some of its anti-Indigenous historic beliefs. A lot of rewilding discourse, especially online, still trafficks in anti-Indigenous ideas, but I have seen the discourse starting to shift.
I view anti-Indigenous rewilding as still anti-Indigenous and pro-fascist. But, I have seen Indigenous-supportive anticolonialist rewilding efforts more recently, and I support those.
I think that the vast majority of "cottagecore" content on the internet, at least what I have experienced or seen, goes to the anti-Indigenous side. I do not think that I would use the word "cottagecore" because, while we can certainly "reclaim" words, I would not want to "reclaim" a word historically used for colonialist narratives, because I would not want third-party observing Indigenous people to misunderstand me in passing.
>"The fantasy for me is meant to be subsisting on just what you and your community (community being unconditional to the rights of all humans, not chosen community) need, and leaving the rest to the beauty of nature."
I think where you and I differ stems from our concept of "the beauty of nature". I view humans as inherently part of the beauty of nature. I, of course, think that we have to practice conservation and living within nature as good neighbours, which includes limiting harvest, taking only what we need, giving back, and so on.
But I do think that, theoretically, a game could focus on rewilding using the Indigenous-supportive frameworks outlined above (or other Indigenous-supportive frameworks). I just don't think that such a game could start with a "pristine wilderness" into which the protagonist shows up, as many of these do. It would, in my mind, probably have to start with a parking lot (or whatever) that the protagonist then rewilds, including with humans.
>"Having said that I TOTALLY agree that the actual implementation contradicts that massively a lot of the time. With the pokopia example, and with a LOT of sims that let you go out and chop down as many trees and pick as many flowers as you want. Like 100% agree that's an issue. I also could be wrong assuming most people have the same "cottagecore" fantasy I have. I got very into native plant gardening recently, and the ethos of rewilding areas, which is pretty niche. I do think our art done correctly could direct someone's love of nature in that direction as opposed to "take control of nature and do whatever you want with it" thing."
I agree that art done correctly could do a lot. Honestly, this discussion fired me up. I would love to think about and work on a game that focuses on helping nature and being part of nature, rather than "taming" and "controlling" nature, a game that focuses on living rather than "number going up".
-"Totally agree with this, I think too much anti capitalist fantasy is about being able to BE the billionaire, even if that involves being pushed to choose to do good things with that wealth. I want to see it as either "this is an example of the system we should have" or yeah like unionizing etc."
Yes! I do not want to be the billionaire, even if I get to do "good things" with that wealth. The only "good thing" a billionaire can do with wealth involves no longer being a billionaire, period.
As I said, I definitely think that anti capitalist fantasy can still include aspects of capitalism...as long as the fantasy is not asking me to directly propagate those themes. Do not ask me to commit wage-theft on employees! Do not ask me to rip off my patrons! Do not ask me to accumulate wealth!
>"I think your critique is more grounded in what the game is and fails at. The critique I usually see forgets entirely that there was a community center mechanic at all. Which tbf is also a valid critique, because when playing I also find myself forgetting that I'm getting items for the community center, because my brain sees it as a general gamified checklist. But yeah either way I agree that the intended ethos is contradicted by this one single person with this huge land making a zillion bucks and saving the town. In that way they're just benevolent big corp."
Right, I agree. The community centre mechanic intends to show the restoration of the small town, but really just plays to the fascist values of Great Man Theory. A town dependent on the benevolence of Wealth Accumulator 9000 has not freed itself from capitalism at all.
>"I completely agree that I don't want to make a game that encourages exponential wealth/economic value growth. I also don't want it to be extractive. I do believe these themes can be present in good games if really commented on well and not used unquestionably, but that requires more focus than our game would have on economic structure."
Yes, I believe that any theme can exist, if commented on well.
>"So my game is a cat/animal cafe sim. The fantasy is unfortunately really based in current reality set-up. There's a lot of parts I'm unpacking. To me, the fantasy is that I live a life where I create a space that people and animals enjoy and coexist and eat cute food. But irl, there's issues with the exploitation of animals (irl some few places work hard on this, acting more as an interactable cat shelter so I have some examples of that), and all the economic baggage of cafes and consumerism."
Interesting. I have not thought about the ethics of exploitation of animals. I appreciate you bringing this up, because I have actually used animal cafés in my own works before positively, such as snake cafés. I never stopped to think about animal exploitation. Thank you for bringing this issue to my attention. I love that you are working on this and on how to bring about the coziness of a "space where people and animals can exist and eat cute food", while thoughtfully considering the animals' welfare.
>"I could definitely remove currency, but my main issue is on how to create gameplay that rewards engaging with the game mechanics with more game or creative options. The main issue is that for a decoration game, you need items, and generally you need a gradual increase of those item options. That means somehow acquiring those items, generally from shops. A barter system is possible, but unsure if that solves the issue."
I have actually come across a similar issue in my game. As I mentioned, my game involves running a soup stall in a non-capitalist society where everyone works for a few hours a day. How do I go about increasing the options for ingredients? Or, if I want to include decorating the shop itself (which I have had requests for), how will I do so in a method that does not require wealth accumulation?
In this case, I have thought about a couple of different ways that I could include this, even without a barter system, which does not actually resolve the issue of wealth accumulation. A barter system can still endorse wealth accumulation. Fascist societies can exist without money. Communist societies could have money. The issue stems from wealth accumulation.
I will discuss my thoughts on resolving this momentarily.
>"So my challenge I think is at what stage of that concept I need in order to send the messages while fulfilling a healthy fantasy. Commerce and exchange do exist in non capitalist and pre colonial forms of economy,"
I agree. Commerce and exchange can form parts of healthy societies. At a very basic level, Community A trading goods with Community B means that both communities get to enjoy a wider variety of experiences. Indeed, this can occur without any need for wealth accumulation.
>"but very honestly, I NEED to and plan to do some more specific reading on what structures exist or have been theorized. I am a college dropout and woefully unread on the material details beyond the ethical and philosophical concepts."
Me too. I have done so much reading for my current project, and I am still iterating. Honestly, it makes me happy that my silly little game development (complimentary) has improved my understanding of capitalist theory and motivated me to learn about how we could realistically change systems, where before I could not get myself to read a page. That doesn't make research easy!
>"It definitely is possible to do what I intend without any form of currency, but a pro of making it more grounded in current reality, is that people have a more direct example of how to apply the concept in their own life."
You bring up a really good point, actually, that people can have more direct examples of how to apply concepts. I do not think that setting a game in the current capitalist world inherently undercuts its themes. I think that we undercut the themes when we reward the player for propagating those values.
>"I think having many games about all stages of that are incredibly useful. A good activist needs to know what the ideal is we are striving for, and also what decision to make today in their material life. Your example/ idea is great, and I'd love to see an array of games exploring better ideal systems."
I agree with that.
>"I'm not committed to a specific economy structure, so I'll have to read up on a way that makes sense for having a decorating game. I do wanna throw in sustainability and reusing/recycling etc. So yeah I need to really watch how we implement both acquiring and holding items. My main goal I think is to at least create a narrative that makes it super clear that the universe of my game is not intended as a utopia."
I agree. I do not think that the game acknowledging that money or wealth accumulation exist inherently undercuts the themes. Still, I want to figure out how to implement mechanics without rewarding the player for wealth accumulation. I don't mean to sound repetitive. Rather, I just agree with all of the individual points you have brought up.