I made a new game called THE SEX CHAMBER, inspired by ongoing conversations on the alienating quality of traditional games vocabulary, and by my complicated and muddled memories of trying to understand ‘adult’ games as a child.
This game intentionally employs a structure that frustrates the player in logical, intuitive behaviors or in knowing more about the subtext and purpose of the world. If you aren’t sure whether you were supposed to have been able to achieve something or not, that was my intention. I wanted to make a game that had more ways to say no to you than yes,hoping to illustrate the sense I had when young that there must be some complex, sophisticated and mature (potentially shocking! Salacious!) universe lurking beneath the games I couldn’t figure out how to play.
A lot of times it was because these games were early-1990s indie freeware or shareware, and either required paid unlocks or were broken. Most of them came on disks with tens of other games and it was impossible to trace the author or to find out whether I’d one day learn to solve the puzzles or whether the game was bugged and therefore unsolvable.
The feeling that there were complicated ‘adult’ mysteries outside the realm of my understanding very much defined my relationship with games during plenty of my formative years.
The obscurity of authorship, wondering who made these strange artifacts, was also poignant. That’s why I got some generous friends to each contribute some MSPaint art to enhance the game’s creative disharmony. If you reach the game’s end you can see the credits.
