Jordan Jones-Brewster is the narrative designer of We should talk., a short-form narrative game available for Steam and consoles. During a single night at a local bar, players will interact with several characters while maintaining a conversation with their girlfriend via text message. Using an innovative “sentence spinner”, players can choose from dozens of responses to each prompt, leading to one of nine possible endings.
In this interview, I ask Jordan how We should talk. challenges traditional transactional romance in games; how We should talk. represents gender identity and sexual orientation; what constitutes the “good ending”, both in video games and in relationships; how the pandemic affected the game’s development and Kickstarter; what their role is in the annual PixelPop Festival, this year being held online; and what we should expect from their script, Saving the Day.
Stream the audio edition of this interview below or from Apple Podcasts, Google Podcasts, Spotify, Amazon Music, Overcast, Pandora, Pocket Casts, iHeartRadio, TuneIn, RadioPublic, or the Internet Archive. Click past the jump for links to resources mentioned in this episode and a full transcript.
Full disclosure: I backed this game’s Kickstarter at the $7 level.
Podcast: Download (Duration: 1:00:40 — 28.8MB) | Embed
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