A New Masculinity: The Women of Wolfenstein

I know this has been slow to arrive, but life is life and death is death, and there’s been a lot of both of those for me to cope with, among other things. This is the third installment of my A New Masculinity series, focusing on gender and identity in video games, specifically through the lens of Wolfenstein: The New Order. In this series, I focus on The New Order, and in this post, I’ll talk specifically about the women in that game.

I know this has been slow to arrive, but life is life and death is death, and there’s been a lot of both of those for me to cope with, among other things. This is the third installment of my A New Masculinity series, focusing on gender and identity in video games, specifically through the lens of Wolfenstein: The New Order. In this series, I focus on The New Order, and in this post, I’ll talk specifically about the women in that game. This will be a slightly shorter post due to there only being three characters in The New Order who are truly highlighted.

This post will contain SPOILERS for Wolfenstein: The New Order and potentially SPOILERS for Wolfenstein: A New Colossus or Youngblood. Read with this in mind.

Content Warnings: Nazis, white supremacy, trauma, physical violence, disability trauma, ableism, sex, sexual content, fascism, homophobia.

The women of Wolfenstein are really amazing, even though they are less represented than men in the game. There is a lot to be said for how the game presents women as leaders, decision-makers, and powerful individuals even if they aren’t formally recognized by any organization or power. The further installments of Wolfenstein continue to develop this, but I want to focus just on The New Order because I think that some of what is explored in The New Colossus and onward is far beyond my ability to address – and I hope that someday I can invite other creators to talk about those topics.

While I will talk about Anya Oliwa and Caroline Becker alongside Irene Engel, I want to be clear that I do not, and this blog does not, support Nazism, white supremacy, racism, ableism, or any bigoted ideology or cruelty perpetuated by Irene Engel or the types of real life individuals she represents. Engel is not an aspirational character, and while I will discuss her traits honestly, that does not mean I endorse her or her beliefs or any like them in real life.

Read more!


Continue reading “A New Masculinity: The Women of Wolfenstein”

A New Masculinity: The Men of Wolfenstein: The New Order

I want to talk about so many things in the realm of Wolfenstein and how it portrays masculine characters, but I want to talk first about the characters themselves. We’ve addressed how Wolfenstein: The New Order talks about masculinity through the main character William “B.J.” Blazkowicz, and how it functions in genre. Now I want to address some of the other characters that are in the game and how they are presented (I may not address all your faves, sorry).

This is part of a series on masculinity and the game Wolfenstein: A New Order. The series focuses exclusively on Wolfenstein: A New Order and the characters within it, though it does reference the backstories of characters that may not be revealed until later games in that series. Much of the specific details here were sourced in the Wolfenstein Wiki.

Content warning: Nazis, hate crimes, domestic abuse (parent-child, spousal), violence, homophobia, racism, ableism, eugenics, torture, suicide, animal cruelty

SPOILERS for Wolfenstein: The New Order and elements of Wolfenstein: The New Colossus.


I want to talk about so many things in the realm of Wolfenstein and how it portrays masculine characters, but I want to talk first about the characters themselves. We’ve addressed how Wolfenstein: The New Order talks about masculinity through the main character William “B.J.” Blazkowicz, and how it functions in genre. Now I want to address some of the other characters that are in the game and how they are presented (I may not address all your faves, sorry). I also played the Wyatt timeline, one of the most vital decisions in the game, so I won’t address Fergus or his timeline much (playing thru again hasn’t been possible with my cognitive issues). I’ll likely address characters like Caroline, Frau Engel, and Anya in a separate article, because that’s a very different matter. 

Note: I may not discuss Sigrun, Frau Engel’s daughter, from The New Colossus in detail due to how her experiences are related to my own trauma, and since she is from a later game. We’ll see!

First up, we’ll address the Resistance. Note that I don’t think that these characters are without flaws, but I want to appreciate their good characteristics. 

Max Hass from Wolfenstein: The New Order, a large white man with a visible brain injury in suspenders and a thermal shirt, sitting on a bed. Image from user joumur on Steam.
Max Hass from Wolfenstein: The New Order. Image from user joumur on Steam.

I want to talk about Max Hass with a desperation. Max is a pacifist, and was born with a brain injury and abandoned as a child. I love Max for a lot of reasons, but I will note that he experiences the stereotype of many mentally disabled folks in that he is physically minimally vulnerable, very strong, and speaks simplistically – only saying his name. This portrayal is obviously from a challenging perspective and can be harmful. However, the character is well-loved, heroic, shown to be mostly capable except for his own traumatic responses, and while he is shown to be childlike, he is distinctly masculine in his presentation. 

Max is flawed in his presentation in regards to ability, though he is definitely fitting a trope. But he’s portrayed as a masculine character in a youthful way, which is something we rarely see in war games. Childlike natures are often presented as juvenile, rather than something understandable that people respect and support, like when B.J. helps recover Max’s lost toys as part of an achievement and story thread. Max Hass is an example of a character that could have been done better, but to me his inclusion was valuable – it’s okay to be disabled, to perhaps be childlike, regardless of the reasons behind those things. You can still be loved, still be a boy at heart. These are things we often strip from disabled masculine people, so it mattered to me.

Next to Max, we don’t go so far to find Klaus Kreutz, who is the one who recovered Max from behind a dumpster after losing his own disabled child to the Nazis eugenics. He was originally a Nazi soldier, and after losing his son and his wife in a tragic encounter, grew to deeply hate the Nazis and their ideology. He turned against the Nazis and became a member of the Resistance, and while he encountered initial conflict with B.J., they eventually become colleagues that respect each other. This encounter is shown in The New Order, and is important because in many instances, we frame Nazis or fascists as not real men or even men who change sides as not real men because they’re disloyal or because Real Men don’t do violence, and this is a flawed and messed up concept. In the game, they don’t portray the situation as such, instead focusing on the Nazi atrocities and whether Klaus might harbor any Nazi beliefs. 

Klaus is shown as caring, and loving towards Max. He is without a doubt portrayed as a masculine character with a past of violence, but now he instead cares for Max as if he was his own child, and doesn’t question giving his life for the resistance. He embodies heroic qualities and paternal qualities we associate with adoptive fathers. Doing this to someone who left Nazi service and showing that people can change is a vital element of the storytelling in The New Order.

Wyatt from Wolfenstein: The New Order, a white man in fatigues in a black and white closeup. Image from user Joey Stick on Steam.
Wyatt from Wolfenstein: The New Order. Image from user Joey Stick on Steam.

The flip of the coin is Probst Wyatt II, a dedicated and initially idealistic soldier who served alongside B.J. and in one timeline of the game, he is the character saved from the terrifying Deathshead, a villain who tortures the characters quite horrifically. Wyatt experiences post-traumatic stress disorder from the war and depression after the suicide of his mother. He is one of the few genuine portrayals of mental illness in a masculine character I’ve seen in AAA games where the illness is recognized and respected. Wyatt is given space to struggle through his illnesses and not forced to participate in further war, and granted space within the Resistance compound to recover and rest. 

I cannot describe how much Wyatt’s story impacted me. I am so very used to seeing symptoms of mental illness hidden in games, washed over or described as supernatural or unreal. They’re often shamed, or dismissed as unmanly or unmasculine and masculine people who struggle with mental illness are emasculated and lose their agency. They’re shamed if they take space to deal with or struggle with their trauma. How many moments ask you to “Man Up”? Doesn’t Wolfenstein itself use a frankly shitty difficulty level imagery with B.J. in baby clothes if you choose the easier difficulty? (Don’t think I’ve forgotten it, I think about it every day.) Wyatt’s struggle is vital and important, and the way the rest of the characters treat it is even more important for any type of character, but definitely a masculine one.

Note: From what I know, Wyatt copes with addiction in an attempt to help his illness in The New Colossus, but does recover after some challenges. I think this is also an important story, and hope to play through it someday.

J, one of my favorite characters, is one of the few Black characters featured in The New Order (aside from Bombate, who I adore) and is the survivor of a hate crime by United States white supremacists. He is a guitarist and initially, as mentioned in the previous article, finds conflict with B.J. because he tells B.J. that in the U.S., white people (and implicitly, I think, the military) were the Nazis. J is so important to the story that it disappoints me not all players might fully engage with his story and his scenes, since they aren’t mandatory, but he opens B.J.’s mind literally and figuratively by playing music and giving B.J. drugs that cause him to hallucinate, but also reflect on his thoughts about Black Americans and about the role of white U.S. citizens in the oppression of Black people. It’s a beautiful scene.

J from Wolfenstein: The New Order, a black man playing a guitar. Image from user eg0rikTM on Steam.
J from Wolfenstein: The New Order. Image from user eg0rikTM on Steam.

J himself is portrayed in many ways like Jimi Hendrix, who he appears to be based on – natural hair, colorful clothing styled like 60s and 70s funk fashion (as much as can be managed in the war). He does not fit the white concept of masculinity, and that’s important. He could be seen by some to be flamboyant, but instead he is presented as expressing himself. He could have been presented as hyper masculine and robust in a racist stereotype, but instead he is thin, scarred, but still resilient. I could say a lot more about J, but I would want to hear more from Black players on his masculine portrayal, and on that of Bombate. 

Bombate is a Resistance fighter and I know that in The New Colossus he is portrayed somewhat as a womanizer, cheating on one character with another. However, in The New Order, he’s steadfast and tells stories of his experiences at the hands of the Nazis. Bombate traveled north from his home in Southwest Africa (Namibia) to face the Nazis head on, and after two years was put into a forced labor camp. He has been through immense trauma, but it never once is designed in The New Order for you to feel any disrespect for him for the way he processes that trauma or to see him as anything other than heroic. 

He is framed as masculine, and is not dismissed as a threat to the Nazis. Bombate is an immediate powerful ally for the player as B.J., respected and trusted. It is refreshing to see a character presented so simply as someone just and who did the right thing, even if they suffered, and not have the whole story be how they are now weak because of their trauma (but not presenting them as unrealistically powerful, either). Especially for masculine characters, I feel like this is underrepresented.

This video on Whiteness and Judaism in Wolfenstein does a much better job than I could discussing the subject.

The final Resistance character I want to address is Set Roth. Set is one of the only Jewish characters we interact with, aside from B.J., and the highest profile masculine Jewish character whose identity is relevant. While there are absolutely concerns about the portrayal of Judaism in Wolfenstein, I was happy to see a Jewish character at all since past games kind of blurred over that beyond the main character (whose identity wasn’t really addressed). As far as masculinity goes, Set is presented as an elderly man, but still virile, still brilliant, and would by many be stereotyped as a wise old man (never failing to lose that vibe of men-are-smarter-than-women). However, he works alongside Caroline as an equal, and never once places value on masculinity of himself or others over that of the mission or the women in the game. 

Set is unusual in that his gender and presentation is not so overt and this may be a case of how we tend to de-gender or minimalize the genders or presentation of people who aren’t the standard issue white person, but it also may be related to the fact that he is older and we desexualize and de-gender the elderly in a similar way we do some young children. However, as I have limited exposure to masculine Jewish culture, I could also be witnessing my own bias in action – and this is something I would love to hear more Jewish perspectives on. I am far from an expert, I’m just sharing what I experience and witness. 


And now, a note on the other side of the conflict. We won’t dwell long on them, for obvious reasons. Note that none of my allowances for the possibilities of characters having trauma or reasons for their actions means that I excuse their actions or that I think anything they do is okay. Just for clarity! There are absolutely more masculine characters in the Nazi side, but I don’t want to give too much attention to them – they are mostly hypermasculine, toxic, and cruel characters.

B.J. Blazkowicz from Max Hass from Wolfenstein: The New Order, a white man saying "Breathe in, count to four. Breathe out, count to four." Image from user joumur on Steam.
We’re not sharing pictures of Nazis here. Take a breath, let’s get through this together. Image from user joumur on Steam.

Hans “Bubi” Winkle is the 15+ years junior companion of Frau Engel. His presentation is harder to address, because at first you might think that he was effeminate as a way to mock the unmanliness of Nazis or frame them as subservient to women, making women the enemy. But this… did not play out for me in the end. Hans (I refer to him by his name, not what he’s called by Engel) is absolutely a villain. He is absolutely a masculine character, but frankly he’s not the kind of masculine United States citizens are used to. German masculinity, from what I’ve witnessed being there and knowing a number of Germans, is not the same as U.S. masculinity. Hans is still within the range of masculinity in his dress, many of his mannerisms, and even his toxic masculinity of killing for the woman he loves. Engel is his “everything,” and for that, he wells with cruelty and indulges her atrocious acts.

It is important not to forget the masculine characters who are not what we stereotype as masculine. It’s important to address toxicity and the cultural context of the characters we see in media, regardless of whether it sounds good. The relationship between Frau Engel and Hans is toxic, especially when you factor in her abusive nature to her own family, and Frau Engel’s own favoring of time-typical masculine behaviors and dress, and masculine people over feminine people in her life. You note in the game that Hans plays up his ditzy boytoy attitude when around Engel, but becomes more brutal and masculine when apart from her. Hans stays in his position of power by following her rule, which is his failing as a human as much as it is clearly a method of survival. He is the passionately loyal lover and companion – willing to do anything to maintain his status, especially since his past life as an unsuccessful prison guard would never be worth going back to in comparison. 

Wilhelm Strasse, a.k.a. Deathshead, the initial villain of the game, is a polar opposite of Hans. He’s immensely powerful, and while he does fall in the end thanks to B.J., he’s held up as the epitome of Nazi brilliance and cruelty. However, it becomes very obvious throughout play that his eugenics and white supremacy (and male supremacy, if his cadre is any indication) is flawed. The dog brains he puts in robots still maintain habits of regular dogs, his creations suffer in pain, and his pride is what leads to his fall. 

He is absolutely portrayed as a masculine character in the same way that other Nazi generals and authorities have been portrayed in propaganda, like the doctors who performed atrocities. Their maleness, their masculine nature, is supposed to be what makes them so brilliant, so dispassionate and willing to be cruel and cold in the pursuit of science. It is a vile concept, but it is clear in the game that the Resistance and those opposing the obviously villainous Nazis don’t buy it. He is a villain in part because of this perverted toxic ideal of pristine and perfect masculinity. Instead, the characters embrace the imperfect masculinity of characters like Max, J, and B.J.

The Wolfenstein title card with B.J. swimming through water shirtless. Image from Moby Games database.
Image from Moby Games database.

That’s part two of this detailed series on how masculinity is designed in Wolfenstein: The New Order. Design includes how characters are written, how they interact, and how they are presented, beyond the mechanics or rules in the game. I hope to explore more of this topic in future installations of this series, and I appreciate your time as I pick apart my feelings on the game. Please consider supporting me occasionally or monthly on ko-fi.com/thoughty as I do more posts like this!

A New Masculinity

I spent a lot of time thinking about the middle name I wanted after I decided to depart from my birth name fully when it came to my legal name, and it got me thinking about Wolfenstein: The New Order…Real people should not be punished with the weight of anyone’s ideals as their expectation…

Buckle in folks, it’s a long one, and the start of a series! This one is personal AND professional, pursuing an understanding of some complex theory and experiences. I am excited for it, so please join me in that excitement!

Content Warnings for this and the following posts, adding new ones as necessary and bolding the relevant ones for today: gender identity, gender dysphoria, disability, mental illness, Nazis, childhood trauma, physical trauma, death, war, violence, hate crimes (mentioned), racism (mentioned), anti-Semitism, domestic abuse (spousal & parent/child), animal harm (mention), legal struggles for trans persons, social isolation.

Beau in a jean jacket, black shirt, and jean jacket with a shoulder brace. Their hair is blue and silver, cut short on top and shaved on the sides, and they're wearing glasses. The image is double exposed over an older photo of Beau. Image by Beau Sheldon, 2020.
2016 feels like a lifetime ago, with a lot learned and lost in the process. I found some light in B.J. Blazkowicz. Where is yours?

For the longest time, I thought I’d keep my birth name nickname as part of my legal name. While my full legal name has forever been a bane to me, I have seen myself for a long time as The Brie. But that’s it, right? The Brie. It’s a title, not a name that suits me, or that represents who I am. It represents some of what I create, but I am not Brie. I’m Beau.

Brie Beau Sheldon. Still The Brie, still Brie Beau in creation, but not Brie.

I spent a lot of time thinking about the middle name I wanted after I decided to depart from my birth name fully when it came to my legal name, and it got me thinking about Wolfenstein: The New Order. How the designers at Machine Games remade William “B.J.” Joseph Blazkowicz had a huge impact on me, and I had one more element: I wanted my initials to be B.J.

I came out in 2016 while I was playing The New Order off and on. I loved the game passionately, and it was mostly because of B.J. (For the purposes of this post and those related to it, we’ll stick with The New Order. The New Colossus has a lot more to dig into, and I’m not ready for it – and I don’t have a new body on the way, either.)

A screenshot promotional image from the early Wolfenstein games showing a Nazi swastika flag in a stone walled grey space and a hand with a gun pointing toward an enemy soldier carrying a weapon. There is a blue UI with information on the floor, score, lives, health, ammo, and an image of both the weapon and B.J. Blazkowicz.
There is not much subtlety here. Image: id Software/Apogee Software

B.J. started out in games as a one-dimensional angry Nazi killing white guy. He finishes The New Order as a poetic Jewish man in love with the woman who helped him recover from a severe injury and gave his life for his belief that everyone deserves to be free who lets other people be free. That’s quite a turnaround.

I was struggling, I suppose, for people who represented what I saw in masculinity. While I am nonbinary, I don’t struggle as much with expressing and representing that part of my identity because of its flexibility. Masculinity is more of a challenge, but is just as important. In real life, I have quite a few men and nonbinary masc people that I respect massively and appreciate for their masculinity. But, I learned a long time ago not to base my ideals on real people – real people should not be punished with the weight of anyone’s ideals as their expectation, and that’s what happens. So I was hunting.

Beau with green and grey hair in a black and grey hoodie tee entering a doorway lit in green while carrying a blue-lit sword.
In many ways, I’m always hunting. Image: John W. Sheldon, 2020.

I was also hurting. I felt so left out of the community, I had entered two new jobs where I felt alienated and afraid, I had started a Master’s program where I was weird and strange to everyone I met, and I was still struggling with my mental and physical health, as well as various life stuff. I needed someone to restore my faith in me, in what I believed, even if it was fictional – to me, that it could be conceived by others was enough.

As I played the game, I realized slowly that B.J. was the masculinity I see. He is a flawed man, but he is also a man who has been harmed (in some ways, he reflects his original creator (domestic abuse & chronic illness warning)- strange after all these years!). No one is perfect, and he does not subscribe to the idea that the decisions need to be made by or controlled by cis straight white men. His leaders are women and disabled women. He defers to his wife Anya after they escape from his hospice and get married, her leading the way in the bedroom and also being his guiding light in the field. Caroline, a brilliant leader and amputee with a prosthetic, is his most trusted colleague and the person who is in charge of his life.

In his interactions with J, the Black guitarist who survived a U.S. Nazi attack, he works to overcome the ingrained racism he was raised with. He works side by side with disabled veterans and civilians, people of all ages and backgrounds, and even reformed Nazis. While yes, B.J. may initiate a first interaction with someone who violates his worldview in a shitty way, he apologizes, he backs down, he defers to the marginalized, and he tries to change.

B.J. and J meet with a harsh conflict, but bond when B.J. accepts J’s offer to open his mind and his perspective changes. I recommend not watching past the three minute mark, as things get dark but loud for J at the hands of the villains. Video sourced through SnackPackedd’s YouTube.

And yes, I will be frank – B.J.’s poetic waxing in my noise-cancelling earbuds wooed me to a degree, and I do think he’s a huge hunk of himbo. But when I cried at the end of The New Order, it was not just because the story itself ended. It’s because my time with B.J. had ended, this space of time where a man who does great violence because violence is called for and because he is the right one to do it awkwardly looks like a puppy when his wife kisses him, and overcomes some extreme suffering at the hands of many different people.

He does harm to himself to rip away the marks of Nazism, and takes acid with J to see a new reality, and makes the hard decisions, and dies and lives and breathes freedom and hope. B.J. feels ultra-masculine because he does violence and he speaks harshly, but in reality he is soft and he hurts and fears but keeps going as that ultra-masculine presentation because he is the right one to do it.

To me, we represent the best masculinity not so differently from femininity, aside from weird invisible things I can’t explain. It’s the kind of guy who if you ask him, he will beat down every bully that’s ever threatened you, no matter how big or endless, but he would be so much happier to lay back on green grass while a dog or his kids bound around him and wait for his lover to say “Please do” before he does. That’s B.J. We got that from Blazko, the person who looked like an angry Lego® Man was his avatar.

An avatar of old school dirty blonde square head B.J. Blazkowicz next to a 100% health meter.
Can you imagine a Wolfenstein Lego® movie? Yikes. Image: id Software/Apogee Software (cropped).

I want to examine this in more detail as time passes, with a series of posts, talking about gender, game design, and much more. I will be clear: I do not think B.J. is a perfect person in any incarnation. I don’t think The New Order is perfect, either. But I think there’s a lot of richness there, and I think it’s important to break things down when they latch onto my heart. I hope you’ll join me as I dig deep and try to share ideas for tabletop and video game design both by looking at what The New Order, and B.J., do right and wrong.

I did find a middle name, by the way. It’s Jágr, which is a Czech name in honor of my commitment to Thomas, who blushes sometimes when I say sweet things to him, and pronounced like Jaeger, because it’s the Czech version of Jaeger and Jaeger means hunter. I think it’s undeniable that just like B.J., I am a hunter and always have been – of love, of hope, of joy, of answers, of freedom, and of those who seek to take freedom away.

A split screenshot of Anya, a woman wearing a headset, on the top and B.J., wearing his jacket and gear, on the bottom. They are discussing his next move.
We do what we must because we must. Image: Bethesda via MobyGames.

I’ve pressed submit on the request to have my name change prepared by a legal professional 15 minutes ago. It’s going to be expensive ($160 for legal help, $160 for the courts, ~$200+ for putting my name in the papers for protest), but I can’t wait to be realized as myself.

B.J. was 32 at the beginning of the first story told in games. I turn 33 in two months. It’s time for a change, and some growth. I have so much hunting to do.

Beau Jágr Sheldon.
That’s me.

A Very Merry Mental Illness to Me

Hey, friends, supporters, consumers, and colleagues. this one is a little important.

I hope the best came for you in major holidays for each culture and religion or lack thereof that came before this post, and the same wishes for you in the festivities (or lack thereof!) to come. Please stay safe in the continuance of COVID-19 and the many dangers all marginalized people face, and seek joy in every moment – even if it’s fleeting, it heals more than all the rest.

That being said, this is me. Beau Sheldon.

Beau in a black and grey hoodie tee with festive makeup.
Me. 2020.
Content warnings for discussion of mental illness, physical disability, financial insecurity, gender identity, gender dysphoria, mention of hallucinations, mention of schizoaffective disorder, mentions of political and social issues in the United States, and details of creative dysfunction.
Continue reading “A Very Merry Mental Illness to Me”

Five or So Questions on Loading Ready Run

Hi all! Today I have an interview with Brendan “Beej” Dery from Loading Ready Run about all of the amazing stuff Loading Ready Run does as a comedy troupe that touches on gaming and various geek media. Their community really impresses me, and I wanted to talk to someone in the leadership about the work they do and how they created the space. Check it out!

An illustration of a man with dark hair in a purple collared shirt.
An illustration of Beej.

For the uninitiated, what is Loading Ready Run (LRR) to you and what is your role within the organization? What makes you excited about LRR?

I’m Brendan “Beej” Dery and I work as the Business Manager for LoadingReadyRun. LoadingReadyRun is a comedy troupe that does all of their work on the Internet, focussing on sketches, streaming, podcasts, and playing video games and tabletop games, including a lot of time playing Magic: the Gathering. Working for LRR is still work, but it’s a lot of fun too.

As Business Manager, I spend my time working on managing our merchandise and taking care of office admin whatnot, but I also get to spend time acting in sketches or streaming games, so there’s more variety to my job than just sitting at a desk. What gets me excited about LRR is meeting people who enjoy what we do and seeing them in Twitch chat or in our Discord (http://discord.gg/lrr/), talking about the stuff we make, but also just interacting with each other in general. The fact that we’ve built – and are still building – such a great, supportive community of people makes me really proud to be a part of something so positive to so many people.

You seem to have a caring focus, ethically. As a group that’s run their shows for so long, how do you work towards maintaining high quality and variety while not burning yourselves to dust?

I think we keep ourselves honest by listening to each other and to our fans. Integrity is one of those things that you can cultivate for a long time, but lose it immediately. So we try to train ourselves to be better people. It’s not about “acting” a certain way, either. It’s easier to write comedy that doesn’t punch down when you have the kind of mindset that doesn’t punch down. That’s not to say we haven’t messed up before, or that we won’t mess up in the future. But I do think we do our best to acknowledge mistakes, listen to each other, and try to learn to be better.

We’ve also been making a ton of content for over fifteen years, so it’s not as if some of us haven’t felt burned out every so often. As the group has gotten bigger and taken on more projects, we’ve also been having regular meetings to plan our production and streaming schedules, to plan editing, and to write upcoming sketches and pre-recorded bits. That’s helped a lot, but we’ve also adopted a new rule – “Get to 80%” – at our last annual “take-stock” meeting. “Getting to 80%” means to limit the amount of projects we do, so that we’re operating at 80% of our maximum capacity. That way, when special projects pop up throughout the year, we’ll be able to do them (as opposed to missing great opportunities to do something fun or lucrative).

Like, Road Quest was a lot of fun, but it was also a lot of work, a lot of time spent, and a lot of money. And with all of the other projects we’re still working on, it’s taken longer to finish Road Quest than I think we’d like, and that’s meant having to do things like temporarily putting me on CheckPoint+ or putting Watch + Play on hiatus. Getting to 80% has helped inform some of our production scheduling and I think it’s going to get better and better for us as time goes on.

Experience and specialization has also helped a lot. Graham and Paul have been doing this for a long time, and over the years, they’ve trained new people to do some of their tasks. And that’s let everyone learn new things in their specialties to improve how we make stuff and entertain people. And as we get more experience, I think we’re getting better – and faster – at our jobs.

For those that make such decisions at LRR, how do you determine who to have on which shows, and how do you handle any problems that you encounter with personality conflicts, ethical concerns, and so on?

A lot of content is driven by the people that are interested in making it in the first place. We don’t assign people to do shows – people volunteer. We’re trying to change up the ensemble shows more and more (like AFK, The Long Game, or Friday Night Paper Fight), because we think the variety helps keep things more entertaining. When it comes to pre-recorded content like Friday Nights or commodoreHustle, that’s driven by the needs of the script or by how simple we need to make the filming process.

Like, we don’t have time to film more than a six-minute commodoreHustle during a LoadingReadyLIVE filming day, so it’s usually solved during the writing meeting that happened weeks before. Who hasn’t had an episode focus on their character yet, how are they getting into trouble, who else should be involved, etc. As far as streaming or other pre-record content goes, it’s like I’ve said previously – if someone wants to do a thing, we see if we can support it. Not all stream ideas will ever make it to air, and not all pre-record ideas are going to get filmed. But if an idea has a champion, it’s going to get a lot further.

We all like working with each other, but that also doesn’t mean there’s no conflict. It’s hard for me to address a question about personality conflicts, because I just straight-up don’t like having them. And I want to keep the focus of LRR on what we produce for people to enjoy. When it comes to solving conflicts between people, it’s down to Graham and Paul, largely, as they’re the co-presidents of the company. Same goes for ethical concerns – most of us in the office will become aware of a problem pretty fast and then we’ll end up talking about how we’re going to address it. We don’t always agree on how to handle things, but again, it’s a business and an organization and everyone wants our decision and our message to be unified, so that no one is confused about our position. We owe that to our audience.

The Loading Ready Run logo, which is three small dots on the left, one large circle on the right, and then an arrow on the right of the arrow with the words LoadingReadyRun in pixelated text.

What kind of content do you most enjoy bringing to streaming, whether it’s games or sketches or larger things like Road Quest, and how do you make the decision for what’s “good for TV,” so to speak?

I like making stuff that focuses on our strengths as entertainers – we’re funny, we’re positive, we’re doing our best. Road Quest was amazing but it’s not the kind of thing we can make all the time. Logistically, it requires a ton of planning and effort and funding just to get to Day 0, and then we have to start making the thing. And after that, there’s a lot of post-production, and that involves even more people. And the impact that a large project like Road Quest has on the rest of the production team is easy to see – reorganizing streams, allocating editing resources, etc. But I think it’s exactly the kind of content we want to bring to our fans. Road trip shows have been done before, but I think us doing the road trip show brings that kind of “surprise and delight” that we hope keeps everyone entertained.

Overall, I’m happy that we’ve been able to split our production into a wider variety of things. In the early days – when I was just an actor coming in on weekends – I wasn’t sure how all-year streaming was going to benefit us, but looking at it now, it’s clear that providing the variety has allowed us to attract more people to work with LRR and let us have a lot more immediate fun with our audience. And I think that’s what helps us decide what’s good for TV: is this going to be interesting or fun for us to make, and do we think that the majority of our fans are going to respond positively to it. And then after that, can we afford the money to make this, and can we afford the man-hours to make it. We’re still a business and we still want our employees to be able to make rent every month.

You may be best known for your charity event, Desert Bus for Hope, which is an annual playthrough of the Desert Bus video game for the Child’s Play charity. It seems like a real logistical challenge! What has kept you coming back to this event every year, and what does the planning entail for each of you? How do you keep safety in mind?

In order to answer this question properly, I’d have to go into a ton of detail about different departments and the number of planning meetings we have and managing a project that’s grown to involve fifty people on-site, as well as multiple people from around the world making contributions in other less visible ways.

So instead, forgive me for answering it purely from my perspective and involvement. I started doing Desert Bus for Hope during DBfH 5, and I showed up because I knew LRR and I wanted to be up there, performing for people and having fun. The charity aspect didn’t enter my mind. These days, I’m the de facto Zeta Shift producer, meaning that I take my job of getting Desert Bus from midnight to 06:00 very seriously – and I do that by trying to not to care too deeply about it. There’s a “screw-it-let’s-do-it-live” aspect to DBfH that I’ve always loved and if we ever lost that, I’d probably be done. So I try to bring that sense to the Zeta Shift by prepping only a few things, but mostly just seeing where it goes. It’s fun to come in at the start of the week and see “$0.00” and then see “$700,000” at the end of the week and just marvel that so many people came together to raise that money in exchange for a week of sleepless broadcasting. That’s pretty amazing.

Everyone else has different feelings about DBfH and I’m glad they do. It means that everyone found a piece of the show that they love and want to preserve, and I think it means that the bus is always going to keep running.

As for safety? There’s enough people on-site that safety is critical. We tape our cables to the floor, we leave as much room as we can to move around the equipment, we have food volunteers that do their best to adhere to FoodSafe guidelines. We also try to look for volunteers who have first aid training or better – we’ve even had off-duty paramedics on-staff before. While we mess around on camera, the audience doesn’t want to see any of us choke or break a bone. So it’s very important for us to be as safe as possible.

What are the tools and decision-making you consider essential as a streamer and a performing professional in games that you would recommend others ensure they have before starting streaming on their own?

The most important tools are also good life advice:

Grow a thicker skin.

Get a good emotional support system.

Breathe.

Your time may not be worth that e-mail in your inbox.

We lucked out when we started because we had already built a good community from our sketch comedy videos and from Desert Bus for Hope. So don’t tie your hopes and dreams of streaming fame to what we did – we had to make videos for over ten years and also engage with our audience in our forum and try to build things that would keep that relationship growing. Unless you have done some amazing stuff already, you are not going to step into an instant audience.

But when you are getting started, you will have to hustle. You’ll probably need a day job, or a partner with a day job. You’ll need to project integrity and confidence – and that doesn’t mean you’re not allowed to change your mind about things, but you’ll need to show your audience that you’re trying to do the right thing and that you’ll willing to admit when you’re wrong. And that might also mean not taking every opportunity that comes into your inbox because it’s a quick $200. Or maybe it’ll mean that you need to take it to make rent, and you let your audience know what’s up about that.

Being a streamer or influencer or social media whatever is a rough gig these days. Not everyone can do it. And it’s not an easy ride. But whatever you do, be honest to yourself about what you want to do and why you want to do it. Play the games you want, host the streams you want, talk about the subjects you want. Don’t pander to your audience, but don’t ignore them either. Be willing to put in the work to push your career forward, but also – and this is really hard – be ready to recognize if it’s not working out. Maybe you can pivot to a different kind of stream. Maybe you’ll need to find partners to stream with. Maybe you’ll need to stop altogether.

The illustrated Loading Ready Run cast posing dramatically in front of the logo.

I believe firmly in leading in place and skills transfer, and it seems like LRR does too! How do you each act as leaders in your own roles at LRR, and how do you handle skills transfer with the team?

This is kind of a difficult question, actually. With hiring so many people, we’ve been trying to provide training and also write documentation so that we can have processes and procedures to refer back to, if employees have questions about e.g. running tech on a podcast, or what style guidelines we use for our videos.

This is new territory for us, because LoadingReadyRun hasn’t had to do this before. With the amount of work we’re already doing, finding time to document what we do is really hard. BUT! We have recognized that it’s important and we’re trying to find ways to do it.

We’ve also established more people in specific roles. Graham and Paul are both co-Presidents of Bionic Trousers Media Inc – our operating company. James acts as our scheduler and producer for the bulk of our shows. Kathleen is our Managing Editor and also performs the vast majority of our writing. And I’m the business manager, meaning my eye is on the bottom line (and also on merchandise development).

Everyone is trying to involve team members with more projects and teach them more skills, but given the nature of our office and how we do business, we don’t do things like seminars or group teaching. The most instruction you would get was by working on-the-job – here’s how you hold a boom correctly, here’s how you operate the camera, here’s how we use J-cuts when editing, etc. I’m hoping that developing some documentation will help make training easier for both the trainers and the employees.

We absolutely have a long way to go, but I’m optimistic that we’ll get there – especially if we can get to 80% first.

Thanks so much to Beej for the interview! I hope you all enjoyed it and that you’ll check out all that LoadingReadyRun has to offer!

Five or So Questions on Meet Diana Danko

Today’s interview is with Jakob Schindler-Scholz about the Kickstarter project Meet Diana Danko, a live-stream interactive vampire tale. When Jakob emailed me with the Kickstarter link, I was immediately intrigued – interactive performances are fascinating to me and I wanted to hear more! Check out the interview below and see more at their press page and Kickstarter.

Tell me a little about Meet Diana Danko. What excites you about it?

The aspect I’m most passionate about is that we are creating a truly open experience, while still maintaining a strong narrative. The project is heavily inspired by “choice and consequence” games like the Walking Dead Series by Telltale or Life is Strange, but with limitless possibilities.
We achieve this by having four amazing actresses perform live and reacting to the input of the audience, who is watching via live stream. They can type anything they want at any time while they watch. It has elements of tabletop RPG, LARP, theater and FMV video games, but I don’t think there is anything like it currently out there.
Example of the process of the show.
How did you come up with the idea for Meet Diana Danko?

The setting, characters and basic concept were created for a local short theater festival in Vienna. The audience found themselves trapped in a room with a vampire trying to get in, discussing different strategies to get out. The inspiration for this was the classic horror movie trope “heroes have to fight their way to freedom”, and I thought it would be a fun way to engage the audience – which it was. There were lots of intense discussions and great interactions with the audience, sometimes resulting in totally unexpected outcomes, for example people occupying the vampire’s coffin – which was exactly what we hoped for.
We then discussed how to take the concept even further, and came up with the idea of turning it into an online performance, but without losing the direct connection with the audience – which is an immense challenge because people are not physically present. So the story, setting and mode of interaction will change, but the heart of it all – the characters – will stay the same.

How does the event work technically, from receiving input from viewers to making it happen?

You watch the show through the eyes of the protagonist (wearing a head mounted camera), who sort of stumbles into the whole thing, and bit by bit learns about the characters and the backstory. In the interface, you can also type anything that comes to your mind, at any time. The idea is that you provide us with the thoughts of the protagonist – and as is the nature of thoughts, some are only brief flashes, some are more present, some are concrete and some obscure. We employ a sorting algorithm to visualise all thoughts at once, sort of like multiple word clouds put together. This visualisation will be available for all to see.

So the visualisation is handled by a program, but the crucial part – incorporating these thoughts into the story – is not. We have a person dedicated to that who watches the visualisation constantly and has a voice link to the protagonist. So this person gets an impression of how the audience feels, what ideas are there, and uses that information to give commands or suggestions to the protagonist. So it is kind of an inner voice, but one she takes really seriously.

The important thing is: With this procedure, most of the actresses have to worry about anything going on outside the performance. The protagonist gets input from outside, but all other actresses can concentrate on their characters and react authentically to what is happening. This is why we came up with this quite complex process: To ensure that the improvisation can be really focused, because we believe that’s what it takes to create a fascinating experience.

Word clouds!

What do all of the people involved bring to the table to make the show happen?
First I have to say, I am really honored to have a team where everyone is extremely invested in the idea and not just focusing on their respective area. Denise, who does the design and communications is excellent in finding the right way to get across what we’re all about, which is especially important because there are so many aspects to this. Adam and Gregor are very passionate developers who will not be satisfied until the algorithm and UI are so well-defined that you’ll forget about them while being drawn into the story, and Philipp has the intuition and experience to get what the audience is looking for and translating it into actionable hints for our protagonist.

That being said, I have to highlight Julia, Stella and Paula, the actresses (we will cast the fourth actress, the protagonist, with the help of our backers). Because their contribution is what makes the show: Usually, when you have a piece of fiction, there is a writer or a writing team, they create the characters and tell the story. But this way, it is extremely likely that some characters will be extremely well written and others will be weak – and there is only so much even a talented actress can do with a bland character.

When you talk about the performance, what do you really think makes this format help the fiction to really shine?

I think we have extremely well-developed characters. Because we don’t know what will happen, it’s not enought to know how they react in a handful of specific situations. We already spent a lot of time getting to know the characters for “Diana Danko in Concert”, and we will do a lot more development for this piece. It’s a very collaborative process: We discuss the fears, secrets, and desires of the characters together, explore them in improvisations and make sure we create characters who are complex, with nuances and little quirks and secrets that may not come to pass every time we perform, but they are there, ready to be discovered and adding to the experience.

Thanks so much to Jakob for the interview! Meet Diana Danko sounds really interesting and definitely worth learning more about. Check out the Kickstarter if it tickles your fancy and share this post with anyone you think might like it!


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March 4 Fundraiser for Planned Parenthood by Bret Gillan

Hi All!

I just wanted to make a quick post to share info about an upcoming fundraiser by a friend of mine, Bret Gillan on March 4, 2017. Bret will be doing a 24 hour stream of games chosen by his supporters and donations will be going to Planned Parenthood.

While I have not made many explicitly political posts on Thoughty in quite a while, with our current political climate, I will no longer keep quiet about who I support – and Planned Parenthood is one of those groups I do.

I would really appreciate if you’d check out Bret’s fundraiser link, consider donating, and hopefully watch his YouTube stream on March 4, 2017 in support of Planned Parenthood, and all those who benefit from the organization.

Thanks so much to Bret for making this happen!

<3


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To leave some cash in the tip jar, go to http://paypal.me/thoughty.

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Content Warnings and Trigger Warnings: They Are Not What You Think

Content Warning: I’m going to talk about trigger warnings here, so if you don’t like hearing about that, click away now.

Hey humans! 

I want to talk about what content and trigger warnings are, and why they are important. Let’s first establish what these things are:

Trigger Warnings:

Trigger warnings are related to psychological triggers, like those from abuse and trauma. Triggers are things like sights, scents, sounds, and sensations that can produce flashbacks, painful memories, or anxiety/panic reactions in people who have experienced abuse and/or trauma.

For example: I have been sexually assaulted. When I watch movies, play games, or read books that have sexual assault in them, I can become panicked, stressed, and uncomfortable. This feeling can last anywhere from a minute or so to days or weeks. Some people I know are triggered by scents like smoke, sounds like yelling, or sights like specific violence in media or even something like being on snowy roads in winter.

Triggers are not something of cowardice. They are a psychological reaction to traumatic experiences of someone’s past. No one can define the severity of someone else’s trauma. Even when it comes to professionals, they can’t read someone’s mind. When someone is triggered, they can have complex and extreme reactions, or just some stress and a desire to remove themselves from the situation.

Content Warnings:

Content warnings have some things in common with trigger warnings, but they are not the same. We see content warnings all the time – at the movies (Rated R for language, violence, and sex!), on TV (This presentation may contain material that could upset viewers – just like Law and Order), and on video games (Rated M for content). They are not new, and anyone who is surprised by them may have been living under a rock.

Content warnings are not in regards to people’s mental health or put together to avoid panic attacks or flashbacks. Content warnings are there so people can prepare, or decide what they should let their kids see. They are not censorship, and they are not any restriction on media. They are there to guide consumers to media they want, or away from media they don’t want.

Common Objections:

“Trigger warnings and content warnings are for cowards/babies/wusses/immature people!”
Nope! Trigger warnings are there to prevent people with past trauma from experiencing further trauma. Believe it or not, a lot of people suffer from trauma, and it is not something that you can just “tough it out” most of the time. Soldiers who return from war with PTSD (diagnosed or not) can have trouble because of triggers. People who were abused as children can have triggers. Not just soldiers have PTSD, and people of all ages have experienced trauma in their life. This is why trigger warnings are valuable. When you expose someone to a trigger, it has a psychological impact. In some ways, it is like an allergy. If someone were allergic to peanuts, would you tell them to eat peanuts anyway, because their allergy is just “all in their head”?

“Trigger warnings and content warnings are censorship!”
Nope! Slapping a rating or a simplified list of the content of media on the package doesn’t censor anything. The media is still produced, and available for consumption. It might be limited by age, but parents can buy for their kids, so that isn’t a significant issue. People who are triggered by the content might be upset that the product exists – and that’s okay! They can talk to other people about it and say, “hey, if you don’t like this stuff, don’t buy this thing!” and maybe other people won’t buy it. Maybe they still will. People can make choices!

“If people see trigger or content warnings that have stuff they don’t like in them, they won’t buy it or consume it!”
Not necessarily true! While everyone, regardless of their issues with triggers, might decide not to consume a product, there are plenty of people who still will. People can, and often will, still consume media that has objectionable material in it, and that has triggers for them. Seeing a trigger warning isn’t always “That’s not for me!” It might be “I can watch this when I am having a good day” or “Maybe I will save this until when I am not in a depression” or “If I get a friend to watch this with me, I’ll be great” or even “Maybe if someone tells me what part to skip, I can enjoy the rest of the thing!” Also, we are not in the business of forcing people to buy things. No one has to buy what you are selling. It’s not like creators walk beside people in the store just putting things in their cart and telling them that it’s something they should watch, even if they don’t like it. That’s like forcing people who like action movies to watch Oscar bait.

“People will abuse them to get out of work/school/responsibilities!”
Totally! And you know what? That’s okay. It’s okay because those people will be few. It’s okay because people use excuses to get out of work/school/responsibilities already. It’s okay because the people who use trigger warnings and content warnings for their own wellbeing and awareness will, a lot of the time, still take the classes or go to work or fulfill their responsibilities. People abusing systems is nothing new, and we shouldn’t put other people through difficult and often dangerous situations just because some people are jerks.

ETA: “You can’t possibly list all of the triggers, how am I supposed to know what they are?”
Well, for one, you can’t list all of them. That’s okay. You don’t have to list them all, but that doesn’t mean you shouldn’t list any. Part of the point of trigger warnings is demonstrating that you are aware of your audience and willing to listen to them. You can try to focus on the common ones: graphic violence, sexual assault and abuse, domestic/child abuse, and rape. From that, most people can get an idea of whether it’s their kind of media. Trigger and content warnings are not an all or nothing tool. You can talk to your audiences or potential audiences, you can check around in forums and on social media to see what your potential audiences might have issues with. Even if you don’t do that, you can still be considerate even with limited information.


Why are these things important?

A lot of reasons, actually! I have covered a lot of them already, but I’ll summarize.

  • Many people have been affected by trauma in their lives, and it is important to provide support for them to feel safe and still able to enjoy their lives in any way we can.
  • A lot of people prefer to consume different types of media for many different reasons. Some have kids, some like to compartmentalize their media, and some people just don’t enjoy all types of content.
  • We should respect psychological issues just like we do physical issues. They are valid, and denying people the ability to avoid things that hurt them is, honestly, just rude.
  • Everyone should have choices in their media! Everyone is different, and we shouldn’t force everyone to enjoy one thing just because the majority enjoys it, or because not liking it makes them seem judgmental. 

How can this be applied?

In school, it’s simple. Put a note on your syllabus about what kind of content will be discussed in class, what materials you’ll be using, and how to contact instructors to either change classes, consider alternate materials or assignments, or help to figure out a good way to go through the classes without putting students in a position where they don’t feel safe in class.

In media, it’s pretty easy. Create what you want, but put a note on it. It can be simple: “This film includes rape, sexual assault, and sexualized violence.” It can also be more complex: “This game has mechanics that allow for PC mind control, which are not optional and central to the game’s premise.” Either of these options are great, and importantly, they are way better than nothing. If you are planning a convention game, you can put notes in your description, or let the players know when they arrive at the table, and offer them the opportunity to step out.
What about in games where we aren’t using a script? What if something happens in game that wasn’t planned?
This is more difficult! The cool thing is that it’s not impossible! One of the first things you can do is establish boundaries with your players so that if there is something completely off the table, you know in advance and can avoid that material. Another thing is that you can provide tools like Script Change and the X Card. These tools give you either the option to skip content altogether, or to back up and go through a scene again with new content, fade to black, or pause for a moment to evaluate players’ comfort with moving forward. It gives players more control of the content, as well as helping them to feel comfortable. It is awesome because sometimes it makes players even more likely to try adventurous content they may not have otherwise tried.
I want to emphasize: You can still create whatever you want to create. The key is to allow those who aren’t interested in your content to safely avoid it, and give those who want to enjoy your content an easy way to navigate. People have more fun doing the things that they enjoy, and when they are stuck doing things they don’t want to, it drags everyone down. Trigger warnings and content warnings help people find content that they can enjoy, and can encourage them to try new things.
—-
In the end, trigger warnings and content warnings are a great way to support other people in trying new things, expanding their boundaries, and exploring, without leaving them with no safety net, and without ignoring the importance of their mental and emotional health. Some people might not care about this at all, and that’s okay. However, I think that kind of attitude definitely shines a light on who is likely to consume their media, and whether they are the kind of person those who have experienced trauma are willing to trust. For me, there’s no question: I want everyone to have fun – not just the people who don’t care.



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Musings on Horror Games

I’m playing Alien: Isolation on PC right now. I’m not very far in, but I’ve found some stuff I wanted to talk about (which I recorded the audio of while playing but the file corrupted or something).

I want to make a horror tabletop RPG at some point. This is something I have been interested in for a while but have not had the capacity to do as I don’t have a ton of experience with horror games. I’ve played some tabletop horror RPGs – Don’t Rest Your Head, Black Stars Rise, and a fantastic game by +Nick Wedig that should be published if it isn’t already (I’m a little behind on Nick’s work.) (ETA: I’ve also played Dread, very late at night at a party, and it was pretty great). These games are good, but they require two things: good, experienced players, and a great GM. The systems do some of the work, but I feel like they wouldn’t work as well without the support of the players and GM. I want to make a game approachable to new players, which is challenging for me in the first place, but I also want something compelling.

There are a few things I want to avoid that I have found to be way to common in various horror media (games, television, movies, etc.): boredom and sexually predatory themes. The former is just wasting time, but the latter actually kind of pisses me off. I feel like I should be able to avoid that kind of trigger in horror instead of being constantly confronted with it, so I’ve tasked myself with aiming for the kind of horror – maybe dread? – that avoids that specific trope.

Things I want to include: suspense, vivid descriptions, and the ability to run and play the game without tons of tabletop experience. Much harder than it sounds.

Part of me wants to interrogate the people I know who are good about horror, but at the same time, I feel like I need to focus on what makes me scared in order to satisfy what I want.

One of the feelings I want to incorporate is that feeling of “I know what’s going to happen, I can’t stop it, and it’s terrible,” that dread. One of the movies I was unable to finish because of how distressing and dreadful was Buckets of Blood (1959). Part of this is because I for serious cannot handle harming animals in film (we shut it off before the first icky part, admittedly), but part of it is that kind of dread just shakes me up. I would love to capture that in a game, but how do you do that? I feel like there needs to be a script, so I’m wondering how you include three things:

  • The illusion of free will
  • Freedom of description 
  • Compelling story

I mean, part of it is that I’m just not a super experienced writer or designer. Part of it is I need to consume more horror media, but I don’t want to consume too much and lose my focus, you know? I think video games are a really good place to focus because I am learning a lot about games and interaction from them (I’ll eventually write another post about some of the games I’m playing now).

 Avoiding boredom is suuuuper hard. This is my biggest problem with horror movies and games. If the suspense isn’t done right, or things are too repetitive, I totally lose focus and interest. Sometimes this is useful because there can be jump scares, but jump scares are not only hard in RPGs but can be kind of silly. I don’t want players to be uninvolved enough that they want to start checking their phones or having side convos.

That’s where I am right now. I’d appreciate your thoughts!

Brie is Bad at Video Games Alien: Isolation Episode 1