I'm Christine Love. I'm a writer and "indie game developer"-- whatever the hell that means-- who likes playing with perspective and dancing with pretty girls.

talk to me: scout@scoutshonour.com
Ruscaceae on AIM
@christinelove on Twitter

some things I've done:




+ way more other works
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Right, so, after something happened to the person I was working with, I’m now looking for a new musician who’s interested in helping with Analogue’s soundtrack.

I’ll give much more details to anyone interested, but essentially, it’s a game that plays a lot like Digital, except instead of chatting with girls on the pre-internet, it’s about reading through the logs of the long dead crew of a Korean generation ship in the far future, with the help of a spunky AI sidekick.

I’ll do a more official announcement of the game a little closer to release, but right now, aside from being totally silent, it’s only a couple weeks away from being totally content complete. It’s going to be a commercial game, but fair warning, being a starving artist myself, all I can offer is royalties as payment. It’s also a lot larger in scale than anything I’ve ever made before, having surpassed the word count of DTIPB a while ago, but without any of the linearity; this is really big to me, so I want to get it right, and I know that music is super important to that!

The awesome artist I’m working together with, Raide, was helpfully able to provide examples of the sort of sound we’re going for here. So if you’re an electronic musician who’s still interested after all that, please email me at scout@scoutshonour.com with some samples, and I’ll gladly go into more details/answer any questions! (And if you’ve offered in the past, please do feel free to email me again, I’m really bad at keeping track of those.) I’ve found a musician. Thank you, everyone who offered!

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…and for everyone who’s worried by that last post that I might be getting too serious and self-important, here’s a preview of the tough dichotomies the player will be confronted with in Analogue.

…and for everyone who’s worried by that last post that I might be getting too serious and self-important, here’s a preview of the tough dichotomies the player will be confronted with in Analogue.

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the games press has been really excited about this game called a closed world, a game about the experience of being “LGBTQ” and dealing with oppression! of course, christine love, robert yang, stephen lavelle and i have been making games about being queer for YEARS. why does a closed world get the big press?

… a site like gamasutra can post about this game, then rest its little head and drift off to the sound sleep of one who has done their duty to ensure that videogame culture is a safer, more inclusive place to be lesbian gay bisexual transgendered queer, instead of having to think about the ways in which the corporate and player cultures of videogames are hostile to queers, to take any responsibility for trying to change that, or to acknowledge or give press time to the incredibly personal works that queer game designers are making every day.

Anna Anthropy is pretty much the smartest person in the room when it comes to queer game-making, and her criticism here are emphatically worth reading entirely on its own. I’m sure it’s pretty obvious what I’m responding to here, though.

She calls me out by name as someone who makes games about being queer but am tragically ignored by the mainstream press; I don’t want to speak for anyone else here, and it sucks to say it, but I have to call bullshit. I mean, I don’t make games about being queer. Sure, I’m a lesbian, and I certainly make games that aren’t hostile to women like me, and you know, that’s pretty important. But there’s a pretty big line between making a game like Digital which was written with an audience like me in mind, and making a game that’s actually about being queer. A lesbian can play it and feel like she’s not being ignored—and that’s a big thing—but it’s sure not going to teach any straight dude about that experience. (As I’ve unpleasantly found out.)

Meanwhile, A Closed World is certainly about queerness, and even if the point it’s trying to make is trite, it’s at least bloody well trying to make one. Not an interesting one, not a meaningful one, but it’s trying; I can’t claim the same thing. Anna calls out the gaming press for not paying attention to me, but frankly, she should be calling me out for not making anything worth giving that attention to. (I’m speaking for myself here; she also mentions, for instance, Stephen Lavelle, who definitely is worth paying attention to as a queer game-maker.) This isn’t me being hard on myself: she says it herself, even explaining systems of oppression is bloody complicated, let alone proposing solutions. Of course it’s easier to just bash together some JRPG mechanics and present homophobia as a monster to be killed. It offers easy answers, and frankly, answers are one thing that I don’t have.

What’s my point here? Clearly the mainstream press is interested in talking about queerness, but they have to turn to some trite nonsense designed by committee to find something they can approach. If she wants someone like me to get that attention instead, well, it’s my own damn fault for not having anything that fills that role to actually pay attention to! That sure sounds like a more worthy target of being called out to me.

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Meet *Hyun-ae, the heroine of Analogue.

Meet *Hyun-ae, the heroine of Analogue.

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Andrew wanted me to write something for 80 Page Giant, so here’s a few paragraphs of me gushing over—of all things—a Kaoru Mori comic. No, seriously! It’s actually great!

I don’t want to do a full review right now, because only one volume out of three has been released thus far, but I will tell you this: buy this comic right god damned now. I can guarantee it’s the best romance you’ll read this year. Seriously.

You can read the “article” here.

Sorry, I’ve otherwise been really busy with Analogue, hence the sparseness of postings. I’ll be back to writing more once it’s done, probably!