The Preface:
I have spent a lot of time lately reflecting about the ways in which play has always been deeply interconnected to my understanding of personal identity. From the gravitational pull of youth sports on my childhood existence to the policing of my body at play as an effeminate young boy in Hawaii, play occupied a space of tension. Learning and internalizing that the play, interests and curiosities that felt natural to me were acts of disobedience and dishonor to my family, meant a growing weariness in a trust of self or identity; a distrust in intuition and instinct. In this sense, the question of self was not inherent, but introduced.
Without belief in my own sense of self, the craving for systems and rules to understand how to live life “well” became a fixation. The “game” afoot was to learn the unsaid, invisible guidelines for the performance (mimicry) of passing as straight. Growing up in the closet demanded a rigorous archeology of culture and constant governance of the body and self. Finding the rules, embodying the rules and believing the rules meant success; protection is promised in the magic circle.
Needless to say, there are moments in this lifetime that have both inspired self acceptance, and others that have slammed the closet door shut. I didn’t come out as gay until five years ago, and I have been wondering about the inflection points that exist in my memories, and in my journey to the present, that serve as a kaleidoscopic memoir — a winding web of moments of consequence.
I believe that games and play have the ability to serve as a radical tool for self reflection. This final project is an opportunity for me to experiment further with the idea of play through a queer studies, narrative studies and archival studies lens. I hope to build a game — or rather, a system that is anchored to my own experience of sexuality, acceptance and coming out of the closet. I believe that both “playing” the game system and the process of creating the system itself will offer a cathartic experience of self-reflection. Especially right now, in a political environment that endorses a mentality of threatening different identities and peoples, there is an imperative to continue the act of reflection, of finding acceptance outside of the system.
The Project Overview:
I plan to develop a game system, inspired by tabletop role-playing games (such as Dungeons & Dragons), but pointed at narrative and reflection. The goal is to employ the mechanics and structure of TTRPG systems, which are most frequently understood as play mechanics for war and violent conquest, towards reflexivity and an exploration of identity and acceptance. This isn’t at all to assert that TTRPGs are unable to deliver an exploration of identity (I actually believe that these kinds of games are inherently good at critiquing society’s belief systems on identity), there is always an argument of identity that’s made in the codifying of a player in terms of measured attributes like strength and intelligence. My hope is to explore how this kind of play experience transforms when the system points at different metrics of identity.
The Project Process and Details:
There is a scale and time factor to this project that I’m still in the process of working out completely. I’m excited about this idea so I’ve imagined a huge undertaking with lots of parts (and hopes). But I also know that I’ve got to be realistic given how fast it has already become November, and soon enough the end of the semester. For that reason, I’ve decided to break down my process and what I hope to produce at each phase to introduce a bit more pragmatism into the ambitions of this TTRPG system project.
| Phase I: | Playing The Memoirist (Reflection) |
| The first “act” of this project began with the preface of this project proposal. What does a TTRPG system look like when the metrics of identity (historically measured with categories such as speed or perception) are pointed less at advancement, leveling up and skill development, but at acceptance.
This stage is about reflecting (as well as looking at scholarship in this space, particularly queer studies) on what makes a “player” distinct, and the circumstances, achievements and experiences of life that support or obstruct the pursuit of self acceptance.
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| Phase II: | Building The System (Abstraction) |
| Following the reflection and research of Phase I, the task becomes constructing a new system that supports the revelations, world views and perceptions of identity that arose. The task is abstracting reflection, memory and personal story into a system that is modular — one that is capable of holding and supporting a range of identities and experiences beyond my own.
Beyond the system’s infrastructure, I hope to invent a mechanism for ordering the open-ness of a TTRPG. This is where narrative theory will offer interesting outlooks on ordering principles, looking at non-linear plots as inspiration.
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| Phase III: | Recording The Gameplay (Transcription) |
| Once the system is constructed, the obvious next step is to play test. My emphasis here is less so on critiquing the system (which is still important), but is instead, aimed primarily at thinking deeply about the “output” of the play experience. What is the object that best represents, captures and preserves the play experience? How is the evolution of character over time dictated and recorded?
I am eager to dive deeper into archival research and practices at this juncture. The work of recording play, in whatever shape that may be — a text transcript or a twitch stream — might fundamentally shift a play experience towards one that is less ludic. But I plan to explore whether the “transcription” of play has the potential to be playful, considering the weaknesses of productive and/or managerial play.
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| Phase IV: | Transforming Play into Story (Narrativization) |
| I will admit that this phase and the phase that follows are a bit unrelated to the main objective of this project. But in the spirit of thinking about the potential of play, I want to also (while still placing a major focus of this project on building a character system built around acceptance) argue for the potential of narrativizing play.
It’s a bit excessive, but as someone who spends so much of my time in the world of nonfiction for work, I am interested in the concept of taking the system (which is like an autobiography abstracted into game), playing within it, and then “un-abstracting” that story — or rather, building net new fictional narratives upon the play experiences that arise.
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| Phase V: | Repeated Play and the Alea of Dice (Serialization) |
| In the system that I’m attempting to develop, repeatability is a major consideration. I hope that it has been imbued with enough territory for chance and surprise that there will be value in playing it more than once.
Also in thinking about narrative theorists that I hope to bring into this work, Rachel Blau DuPlessis and Robin Warhol offer up critical thinking about endings of narratives (as well as the serial form), and what they represent for queer feminist works of film and literature. It sits outside of what’s possible in this class, but Phase V represents an aspiration to serialize the fictional narratives that emerge from the play as a kind of anthology. |
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The final project will come together as a multimedia presentation that details the process and outcomes of each phase. This could take the shape of a chapbook, zine, or website — or some kind of graphic “packaging up” of the game system for sharing. I’ll likely pair it with a short essay or reflection that unpacks the choices I’ve made as well as the inspirations, references and scholarship that I hope my project is in dialogue with.
Apologies for the length of the proposal, I wanted to make sure I was able to contextualize the project with larger aspirations for continued development this beyond this class.





