Returning to the politics of architecture, or the politics of space, you explicitly acknowledge that making space is always a political proposition, even in video games. In my own gay-sex games, the level design is strange because I approach it more like a film set. The aesthetic of your levels is very similar to a lot of the mass-release first-person shooters that make up the majority of the commercial video-game market. One cool reaction I had was a player who posted a video of himself masturbating to my game on Xtube. In gamer culture at large, making games about gay subjects is still an oddly controversial thing. Can that not be said for all types of fiction? Some really good games are almost meditative. So from my elitist video-game perspective, I do think the effect is stronger with games. In the popular imagination, video games are the preserve of solitary nerds shooting at 3D bad guys in fantasy environments, not the domain of radical sex positivity — let alone radical gay-sex positivity.
Play encourages you to perform in a way that I think a lot of people are otherwise too self-conscious for. Set construction in The Tearoom. What does this blockbuster aesthetic mean for your own level design? The game has memory. In my own gay-sex games, the level design is strange because I approach it more like a film set. That violates what video game culture expects from the magic circle, which is that a computer is always available to work with you and play with you. One cool reaction I had was a player who posted a video of himself masturbating to my game on Xtube. In gamer culture at large, making games about gay subjects is still an oddly controversial thing. Urinal flush effects in The Tearoom. The best one was that gay-sex thing. Video games reprogram their players to think in certain ways. It uses the direct simulation of space to make you feel something or think something. Is the effect lasting? I want to facilitate those layers of vision and comfort and discomfort. Why do you want to keep putting people in the bathroom? Not only that, but the player is being viewed playing the game itself. Usually that puncture happens at the end of my games. Speaking of bathrooms, there are a lot of them in your games. Can you give an example of a moment when that puncture happens in one of your games? Or is the way games do this unique? I build half of a room instead of a whole room. Do you consider the worlds of your games, bathrooms or otherwise, ideal worlds? And it will remind you, Set construction in The Tearoom. What made you choose this look? Can that not be said for all types of fiction?
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