Designing Wednesdays - A brief talk #1

Hello everyone! We are the creators of [b]Wednesdays[/b], a colorful narrative game about growing up after being a victim of child sexual abuse. [previewyoutube=M-IlMTnSxQQ;full][/previewyoutube] We know, it’s a tough subject, even a taboo one. But we also know that silence is way more harmful in such situations and from that, we wanted to create a game about it. Not only to break silence around the topic of child sexual abuse and incest but also to allow victims to express themselves. Starting from that, here comes one crucial question: how do you design a game dealing with child sexual abuse? We’re going to post several mini-talks on Steam to explain how did we manage to create Wednesdays with the issues that such a project inevitably raises. [img]https://clan.fastly.steamstatic.com/images/45491000/0c8b31ed282b2ec5962a202233656869f0385dd2.jpg[/img] First thing first, [b]Wednesdays does NOT depict any scene of sexual abuse.[/b] There is no frontal scene, suggested scene or even a metaphorical one. The idea of Wednesdays is not to show or, even worse, “play” child sexual abuse but to talk about it and leading players to ask themselves questions about it. But how can you do that? Well, the first main aspect in Wednesdays’ game design is about who you’re playing. Most games invite you to incarnate someone or something, to embody a character or a figure. Regarding [b]Wednesdays[/b], this question was crucial. We chose not to let players be the victim. Why that? Because games are about letting players interact and make choices and, by definition, sexual abuse survivors didn’t have any choice. They didn’t consent in any way to what happened to them so we figured that “playing” the victim was not the right choice. Or course, there was no way we would make a game in which you would embody an abuser. So we thought about another option: play the other ones. [img]https://clan.fastly.steamstatic.com/images/45491000/38d7487d2d6bc2cb7dac5cbc2b6341dc2d076166.jpg[/img] In [b]Wednesdays[/b], instead of playing [b]Timothée[/b], you will play his relatives: his childhood friends, his grand-mother, his father, his ex-girlfriend, his highschool crush… Everyone who was there. Any choice of dialogs you’ll make will come out of their mouth as they discuss with Tim. The idea here is to lead you to ask yourself: what would you have done in such situations? What could you have seen? Could things have been different? While [b]Wednesdays[/b] cannot bring all the answers by itself, we hope it will raise a lot of questions. By the way, [b]Wednesdays[/b] is part of the current Steam Next Fest: feel free to take a look at our page, wishlist the game and test the demo! Thank you for your support and have a wonderful day!