hello protocol friends far and wide!
i’m building a small browser-based game about intimacy, trust, and establishing connection while being anonymous called “meet me on the deep net.” it’s an interactive story about a person crossing an ocean to meet a stranger, where a player can choose to be either seeking or offering connection. the protocol drama (if you will!) is inspired by the way secure rendezvous points are established in the tor relay network, which support anonymous hosting and visiting of websites.
since i pitched this idea, the direction that i want to take this during summer of protocols has shifted (as directions do :)). for one, i have a playable prototype! you can walk through the game here. (for the curious, code is here: github.) here are two screenshots:
(a few “big thoughts” i’m working through)
the aesthetics and interactions of the game find pleasure in the language of browser defaults. the game is rooted in the awe i have for the dance of request <> response that make anonymously accessing a website possible and my desire to (un)learn possibilities of what networks can be. i think a lot about a chapter from alexis shotwell’s book against purity: living ethically in compromised times called: “‘women don’t get aids, they just die from it: memory, classification, and the campaign to change the definition of aids’”. in the chapter, she argues for the importance of wrestling with how knowledge gets produced:
“What does it mean to think about those histories that are difficult to remember well—either because the present in some way requires erasing what happened in the past or because particular past events have become so taken-for-granted that it is hard to imagine that the world was once different.”
[…] “When classification becomes commonsensical it can become difficult to recall that they were created and, sometimes, contested. Attending to contestation reminds us that what happened in the past was not inevitable. And since the past persists and consists in the present, no particular future is inevitable either.”
i might replace “classification” here with a variety of other “big words” related to the internet, digital tools, and network communication. tor, as an open-source, privacy-centric tool that’s supported by volunteer-run servers around the world, is one such model (of many!) that’s changed & continues to change my understanding of what networks can be. it’s an imperfect and limited tool for contesting the inevitability of the web we have.
right now, i’m sketching out two different directions i’d like to explore further:
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two-player mode: a version of the two game roles (seeking and offering connection, mirroring the “client” and the “server”) that can be played side-by-side in the same browser. this would let two people play the game together and find their way to each other through the elaborate process of connection.
- it’d involve refactoring the game to be split between two windows, where each scene in the game only progresses when the necessary steps have been completed by each player. it may also involve restructuring the individual scenes a bit so that they align nicely.
- what i like about the idea is that it lets each player see the ritual that the other player has to perform at each step to meet them, but i’m not sure if the two-player interaction undercuts the emotional resonance of the story. does the structure of this interaction (sitting side-by-side with another person who you presumably already know and who is literally right there next to you lol) make sense when the game story is centered around crossing a great distance to meet a stranger?
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level two or an epilogue: a second part to the game, where a player can visit an onion site that i’ll self-host from a computer in my house. after manually performing part of the ritual to establish connection, the player is invited to let their browser perform that ritual to visit an onion site. on the site, there will be a landscape that the player can contribute to and leave behind a token or record of their long visit that’ll be saved on the site.
- it’d involve setting up an onion site and a web server to persist the website state on the filesystem (which i haven’t done before!).
- the “digital garden” is a pattern that pops up a lot in poetic web space – i like it! it’s sweet! but i do wonder if it’ll hit a “been there, done that” kind of note with folks and won’t be very engaging. i also am not sure what kind of “add to the landscape” gesture will feel meaningful if i end up going this route.
this next week, i’m planning to attend an informal game play session in brooklyn, ny. (come thru if you’re in the area!) i’ll get to watch people play (or not play) the game and get some irl feedback about what works / what doesn’t / what’s engaging / what isn’t. (i already spotted a few bugs today, oops lol)
anyway, all for now! thoughts / questions / links / feedback welcome.