# psycho-politics of aaa indie gamedev
aka self congratulation roleplay
consider the mass-media psychology / true story politics of aaa indie games through a conceptual montage
// video here
you might still be wondering why someone would want to reveal the intimate (yet also precisely stage managed / roleplayed) details of ir life in a game. even just sharing your personal stories with friends can be scary. talking about love sex paranoia mental illness piles or anything considered "private sphere" or "personal" makes one feel vulnerable self-conscious and even afraid (afraid that is of its reception on ir current media darling platform of choice)
many(citation needed) game developers have felt all of these ways while making autobiographical games'. however such fears are eclipsed by a bizarre desire or plastic impulse to feel a (designer media-based) e-connection with other people (whoever they are.) such pseudo-diverse devs will talk about feeling alone eliciting full-bore weeping and breathless panegyrics from ir pre-self-filtering fanbase clique
they will talk about growing up and hiding feelings (somehow almost deliberately / in public) they will talk about the (/marketing) challenge of expressing emotions clearly in conversation before they started writing (/performing literature) on tumblr. they will talk about how they learned to distil ir stories into words so that they can (somehow) better understand themselves
they will whisper in soft oh-so perfectly earnest (culturally sanctioned) tones about how they found games and how they used them to take tall stories and create virtual experiences others (at least of comparable middle class income) can engage with'. and all in an extraordinarily insular (gamedev selfies on request) context of overwhelmingly pinkwhite-skinned capitalist techno-consumers of extreme privilege
the games they work on act as the connection between the (aaa indie) myth labelled themselves and other human beings that they have always (apparently) been searching for. games which they (somehow) think teach them how to reconnect with the world (or at least select crowds on twitter.) they also explicitly teach other devs not to be afraid of expressing themselves to other people (at least on the same media platform)
apparently nobody feels the need to feel alone anymore and they don't need to hide ir stories or ir feelings'. that is: they can be disturbingly selfish and impossibly self(tm) involved - as they seemed from the very outset - and just make games for and about themselves. they don't need to hide anymore - they have games by and in which to do that
// republic of bob