Interviews

Poems Need Weeding: A Conversation with Melissa Goodrich

I’ve played close to 300 hours of Stardew, and it’s because it makes me feel peaceful, cheerful, satisfied. It’s like deeply breathing. There is something serene about the soundscape, the way it feels when a day begins with rain, or you crack open a geode, or wrestle with a difficult fish.

All Deviations and Explorations: A Conversation w/ EDML

Ideally, I’d want to write a book about Silent Hill 3. The game deals a lot with violence, the human condition, and birth—all things that I write about a lot. But I have only ever watched my husband, Kenny, play this game, and absolutely could not play it myself—it’s technically difficult and scary.

The Architecture of Emotion: A Conversation with Matthew Burnside

I’d say half of everything I write concerns a character’s survival through some kind of game, often one they’ve made up. As a kid I used to deal with all my problems by treating life as a game, and I still do sometimes as an adult I admit. I’d say many of us do. It’s powerful but dangerous; imagination is a savior but it’s also damning.

One Positive Difference: A Conversation with Marissa Landrigan

I was in awe at the prospect of a same-sex marriage in this world. It was so casual—less than casual, really. The game, being a program, didn’t have any opinion whatsoever about whether my female player-character married a female non-player-character.

Hall of Mirrors: A Conversation with Andrew Ervin

There was a little icon of a square on the screen. And I was the square. And it was the first sense of existing as a multiplicity (obviously, I didn’t think of it in those terms at that age).