Connections firstly exist in big system of course, the social system, gender system, artistic system, etc. Each individual in the game has interaction with the environmental settings in the game. In a lot of queer games, designers reveal the queer world through the reflections of the society from the angle as queers.

We may also find connections in small systems. Small system can be a system in individual itself, like a cyborg, a cyborg (short for “cybernetic organism”) is a being with both organic and biomechatronic body parts[1]. Instead of looking for the opposites, like male and female, machine and human, yin and yang, cyborg is a beautiful creature that humans and technology mixture in the abstract.

Connection most of the time is invisible, like the connection between people and future. Game design is good at leading people to imagine, imagine the future, although the Utopian future may never comes.

Connection doesn’t have to be static. As Naomi talked in her article Queering Human-Game Relations, serious game design is static or say complete design, there is always a mission to finish, a hero in the game or a project to do. While queer game is always more artistic, outside, communal and changing.

Designer’s job is not to create the connections, no matter in the real world or in the game world, the connections are always there, embedded in our contexts. Most of the time, designer’s job is to find the connections, the commons between people and people, people and nature, and bring people together.

[1] wikipedia,

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