I started futzing about in TADS3 and quickly thought of a very personal game idea.
Idea
An (ideally highly simulated) mechanical device that, when dismantled, triggers vignettes depicting me falling out of love with one of my IRL partners for an extremely painful and triggering reason. Based off a poem I already wrote called “Obsolescence” about the topic.
I know that pretty personal pieces are often made in choice-based stuff like Twine (I’ve made one of my own, with Reflecting My Face in the Mirror for the Neo-Twiny jam), and there’s a few I know of in parsers too.
But usually there’s some layer of abstraction, some “this is happening to a fictional character who might have similar experiences but is not me” (ex: Will Not Let Me Go (I think)), meanings filtered through analagous metaphors of magic and the like (ex: Of Their Shadows Deep), or just being general enough that it’s relatable in broader contexts (ex: my aforementioned Reflecting piece).
If there’s no abstraction of the personal events tho – if it’s just me and my actual experiences, negative and unfun as they were, is that a “good idea”?
By “good idea” I mean both in writing it (regarding my emotional health – I realize only I can know this for sure, but I’m wondering what other people’s personal experiences with this are, if any) and getting people to play it (regarding whether anyone actually want to play this when they know it’s both depressing and directly about the author).
Before anyone says, “well you can make it and don’t have to show it to anyone”, that isn’t how or why I make art. I make art to show people and have them resonate* with it. Would extremely personal games even resonate in that way?
If not, how should I approach conveying an experience like it in a cathartic but actually enjoyable to players way?
*I remember the keynote for this Narrascope was “make it anyway and at least some people will resonate with it” but the topics she used as examples weren’t actively miserable.