Right behind the palace and gardens is this super modern office building.
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Right behind the palace and gardens is this super modern office building.

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rambley thoughts on using game mechanics & game architecture to tell story wrt manichi (all of which are pretty obvious and have probably all been discussed before but i just have THOUGHTS and i need to scribble them)Â
choice is the central operating mechanic in the game - making small choices, and this is one of the starkest messages of the game: how choices can be made to protect you - crossing the road to avoid the crowd, paying with cash or card, deciding whether or not to flirt with the barrista. having these choices as the key mechanics places emphasis and causes the player to think about the nature of choice and privilege associated with choice and so on
the repetition is a fantastic simple unspoken way to make the point in the game. you reach the end of the game, and all of a sudden, you're back at the beginning, getting out of your bed again. this is the life of a trans woman of colour, everyday.
the lack of an exit button or a quit to desktop option is also quite powerful. to exit the game, you actually have to click the x button outside the game or whatever. i feel like this kinda puts emphasis not only on the idea again that this is how her life will go on/there is no easy escape and also makes the player as a person very aware of act of exit, going from the experience of living the life of a trans woman of colour back to living their own life - and thus becoming perhaps aware of how their own privileges may contrast to hers.
i'm listening to an interview with a poet i love while typing this so i'm really distracted haha but yeah. you can play mattie brice's maninchi here, it's a fantastic game.