While at PAX Australia earlier this month I tagged along to a panel called, Who Cares About Female Protagonists? with a friend because, well, I care about female protagonists a hell of a lot.
There’s a reason the majority of my favourite games are headed by women and girls, or at least give the player the option to pick their gender (props to you, BioWare.) These games make me feel like I can be a hero in a way male-led games do not. They make me feel like I can be something more than I am.
When you have a chronic illness, it starts to become the core of your being. It becomes hard to not let your illness define you, to actually live a life. It also becomes hard to explain your experiences to your healthy friends and family and I’m somewhat glad that I have friends with similar experiences for support (though I am not thankful they also have to live with these struggles.)
I’m not sure when I first heard about the interactive narrative tool, Twine, but from the start I had a feeling that, as someone who wants to get into game narrative, it was the kind of thing I’d want to experiment with. My first idea was based around chronic illness, and trying to illustrate what life is when you have one.
And so, I created Bloom.