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by cenazoic 1669 days ago
To piggyback on MPSimmons’ question, have you played any of the interactive fiction from the 1995 revival on?

I read in your interview that you consider your company Clopas as a ‘company of Christians’, rather than a ‘Christian company’, and that you make games “[which] God can use in His glory to uplift people..”

Can you discuss more about what ‘uplift’ means to you, and how it’s reflected in your games? What’s an example of a non-uplifting game/mechanic?

I’m not a Christian, but I find this idea a fascinating one. My mind first goes to something like RDR2, which while perhaps not uplifting in the traditional sense, reminded me of the awe of natural beauty (or God’s creation, if you prefer). Or do you mean more like - the game somehow inspires the player to be a better person, for various definitions of ‘better’?

Thanks for taking the time today!

2 comments

You raise execellent questions. Thanks for asking!

To me uplift means to leave the player in a better state than when they started.

To bring them closer to God's Glory and plan for their life. To see the Universe and as an incredible place to be and to see Life as an incredible gift from our most awesome and loving Creator.

I am looking forward to an eternity of exploration, discovery and insprired creation due to the agency of my savior and friend Jesus.

I did miss your first part of your questions and appologize.

In most cases I have not played most IF that is out there. Though Myst stands out as an incredible exception to that. But it of course was mostly non-verbal and delight to eyes.

Part of the reason of not playing many is a reticence to accidentally steal a puzzle idea (via absortion as it were) and the other is simply I have way more fun writing, coding and designing :)