“Queer Games After Empathy: Feminism and Haptic Game Design Aesthetics from Consent to Cuteness to the Radically Soft” (2018)

 

Games such as EMPATHY MACHINE (merritt k, 2014), Empathy Game (Anna Anthropy, 2015), and empathy machine (Mattie Brice, 2016) critiqued how queer and trans games were viewed through the lens of “empathy” in the mid-2010s. Written both during and slightly after the “queer games scene” and this article historicizes the empathy debate represented by these games, offering new directions for understanding queerness and games in the realm of affect, intersubjectivity, and embodiment. Linking queer artists' critiques of empathy in games to feminist critiques of empathy (including Saidiya Hartman [1997], Sara Ahmed [2004], and Clare Hemmings [2012]), the author argues that the genre of "empathy games" must be understood in a continuum of videogame studies, feminist theory, and history. Finally, the article develops new terms for queer game studies drawn from haptic game design aesthetics, including consent, cuteness, and radical softness, through readings of Curtain (Llaura Dreamfeel, 2014), Hurt Me Plenty (Robert Yang, 2014), SABBAT: Director's Cut (Eva Problems, 2013), and The Truly Terrific Traveling Troubleshooter (Jess Marcotte and Dietrich Squinkifer, 2017).