Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thanks so much for this! I like the mix of questions inviting you to develop your character, versus those more focused on the Ideal and the ecosystem of the island. And I like the theme of interspecies flourishing. Some of the questions I especially liked included:

What did somebody say to you that made you feel welcome in the Ideal?

Something living here seems to want to adopt you as a pet. What did you do that made you seem so approachable?

Describe what you created that makes you all feel better even though it has no practical use.

I have played For the Queen (once) and my group all had quite different experiences. One player struggled a bit because she felt like the game was aimed at fans of fantasy, and that she lacked the genre knowledge necessary to play properly. I wonder how that might apply to more exploratory games that seek to imagine new forms of living, games where by definition we all lack ‘genre knowledge’?

I suppose that is an overly stark way of putting it, and actually what is being accomplished in the Ideal — in terms of living in concert with nature, and perhaps also more just forms of social organization — is not actually completely new, just much rarer than it should be. That doesn’t make it any less significant or any less radical. So perhaps the challenge for the designer is to devise questions capable of gathering up that scattered, fragmentary and marginalized knowledge. 

I wondered a bit about “leadership” in the prompts, and whether there could be one or two that nudged players to think about decision-making in the Ideal. E.g. “What strange democratic ritual have they adopted in the Ideal?” or something like that. I’m partly interested in that because it might open up new angles on the animals and plants too. I think making kin with the more-than-human must involve not just reverence for but also a kind of deliberation with the natural world.

Thanks again for this! I hope I get a chance to actually play it some time ;)

(+1)

Thanks for such detailed and thoughtful comments! I certainly think there is lots of room for further development of the questions.

You make a very good point about genre knowledge and I agree that For the Queen does presuppose a shared genre context even if it's not a specific fantasy-world context. (i.e. it might not have to come from a particular lore, such as from a series of novels, a shared understanding of actual history, or an evolved understanding based on playing a fantasy RPG).

How we get to new forms of living is so broad, of course, that I enjoyed thinking about it specifically from a solarpunk perspective, combined with a posthuman position from my own art practice and research program. Each of these has had some exploration, as you note, but it feels like there is still so much more room to explore.

I quite like how games like Dialect are able to explore new forms of living, although with some fairly strong contraints. In that case, the settlement is doomed to disappear and characters are generally positioned as fighting back against a hostile environment whether physical or social environment, so very much at odds with a solarpunk perspective.

Decision-making is absolutely key to a posthuman position, I think. Your suggestion of exploring that further is an excellent one. My first thoughts though aren't to code democracy into as an essential. After all, does non-human nature even want democracy? Does that actually help in the long term? What does democracy mean when members of the society can't vote in the way that humans do? We also have to be careful not to humanise the non-human participants too much, as that defeats the purpose of a posthuman position. How to do that is tricky!

But an exploration of the within-human-group decision making is a good place to begin the discussion. Perhaps that would be a great thing to include in earlier phases of the game, and then subvert it later as the game explores a more explicit integration with the natural world and breaks down the human perspective. Fundamentally, what does a social structure look like when the members are not only the humans, and can/how does it incorporate e.g. plants? There are some really interesting hints from researchers like Monica Gagliano about directions with plants specifically, but I definitely want to think more about it.

The prompts probably do seem to project that we should be reverent of the natural world more than is really ideal. I think that I probably arrived at that point because that is a step that is often taken along the way. But a more critical perspective on that relationship is necessary to make real progress. That's a topic an artist/scientist collective that I am a core member of (The Algae Society) is exploring as we make various kinds of transdisciplinary work.

Thanks again for such insightful and valuable comments. They are helping me think more deeply about what is contained in the game and how it could evolve.

Thanks for the response! I'll check out the Algae Society (and the Monica Gagliano tip)