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Not to diminish your point, but I do think that the idea of Shechu has been so imbued in contemporary Chinese popular culture that for many Chinese this is not
by runeblaze 5y ago
Not to diminish your point, but I do think that the idea of Shechu has been so imbued in contemporary Chinese popular culture that for many Chinese this is not that serious or artsy a game (think any Netflix popular show that touches some serious social issues -- it can be well-made but usually not that artsy). It will be harder for a general audience to explore a past social culture (e.g. cold war, great depression) than to explore a present, popular culture.
Also not disagreeing with you -- it will be awesome to play some serious game about the new deal/anti-vaxxers. In general, seeing discussions on game design across HN, I think we (HN as a whole) can be more exploratory in our games, going beyond "being serious, well researched, and non-predatory". The sense of ambiguous loss brought by To the Moon is one direction in this. Some other random examples pioneered by films that I think we should explore include more subtle ambiguity in narratives (e.g. Burning (2018)) or delicacy in depicting the adolescent female experience (e.g. Marie Antoinette (2006)).