Bedsider at NYU hosted a Sex-Positive Game Jam on 11/11/17. The goal was to promote sex positivity through play, to normalize sexuality, and to consider the ways in which games traditionally view sex as a reward. The particular challenge of this game jam was to consider “contraception beyond the condom”. The event ran 13 hours from start to finish and had enough participants that seven groups were formed to create games from scratch.
My group decided that, while contraception is important, several forms of birth control are also useful as sexual protection - from undesired pregnancy but also from STI’s. Focusing on sexual protection instead of contraception moved away from the challenge, but it allowed more room to explore queer and anatomy-removed sexual concepts. Two of us (one group member and myself) had coding experience, so we set to work in Unity while the rest of the group worked on the presentation, art assets, and copy.
Below is a section of the mind map we created when coming up with ideas for this game.
Premise
Talking about sex is hard - especially when app-mediated. Navigating your partner’s comfort talking about sex is important for satisfying and safe sexual relationships. We captured that complexity by providing three main topics of conversation: STI’s, Protection Methods, and Sexual Interests. You, as the player, navigate talking to a computer-controlled partner by pressing buttons to respond to their talk points. The partner randomly generates one of four STI statuses (HIV undetectable, being treated for asymptomatic gonnorhea, oral herpes in remission, or no STI’s), one of four sexual interests (only oral, role play, power play, or toys), and one of five protection methods (never use protection, always use protection, mostly use external condoms, mostly use internal condoms, always use dental dams), and the player’s responses differ for each of those qualities. Some responses lead to further responses by the partner player, in which case you get to respond again - but ultimately, the conversation about the particular topic ends, and you get to discuss other topics.
Game Goals
The objective of the game is to have the best sex! Your responses to the partner will increase or decrease intimacy. Intimacy is reflected by the brightness of the background colors during gameplay. Talking about topics in the right order increases intimacy because you are keyed into your partner’s comfort. Agreeing with your partner or being supportive increases intimacy. Being rude or disagreeing with your partner decreases intimacy.
Tension
We wanted players to feel pressure to talk about things naturally, but swiftly. The game thus took the form of “chicken”, where to players are on a path toward each other, and the player that pulls away first to avoid a crash loses. Instead of “losing”, pulling away means the player removed consent, and sex did not happen.
The game has two circles moving toward each other at a steady rate. Within a short period of time, the player has to discuss complex sexual topics, decide whether to respond based upon their own real-world interests or what they think the partner character would want them to say, and then wait for sex to happen. The player can gauge their compatibility with the computer-generated partner by the brightness of the background. This is shown below.
The choice of circles removes players from any sort of sexual identity or anatomy-based decisions. They are free to explore sexual interest or protection outside of gender or within their own identities. The cycling colors in the background represent the order of topics in which the partner wanted to discuss sex - talking in the right order would increase intimacy, but talking in the wrong order would decrease it. In a final build, the buttons for conversation would be color-coded to match the backgrounds as well.
No matter the correctness of order, the partner would want to discuss their stance on each topic, which gives the player more chances to increase or decrease intimacy. This shift in intimacy is shown in the video by the background getting brighter or darker.
End-game
Ultimately, the game rewards players for playing it no matter what decisions were made. When the two dots crash in the center of the screen, an end-screen would appear with educational content and the option to play again.
An important part of the design of this game for us was to not shame the player for making unsafe decisions, or for making any decisions. If the computer-generated partner randomly generated undetectable HIV and never used protection, and you as the player were supportive and decided that you were comfortable having unprotected sex (increasing the intimacy), we wanted to allow that scenario to occur. In the end-screen, resources on HIV, how to be supportive for friends or partners with HIV in non-stigmatizing ways, and resources on sexual protection would appear. Similarly, if the partner generated no STI’s, always used dental dams, and was into power play... but you as the player never got to talking about power play before the timer ran out... the end-screen would discuss the importance of being tested regardless of the presence of symptoms and resources on dental dams. Additionally, the end-screen would tell the player that they didn’t discuss power play until the middle of sex, and while it went well, talking about sexual interests in advance allows you to find comfort zones, be more present during sex, and establish safe words.
Sex is not inevitable in real life, even with a single monogamous partner or with a regular or new hook up partner. As such, the computer-generated partner also randomly generates an intimacy threshold. If the intimacy drops below that threshold, the partner ends the game, and the end-screen explains that you weren’t a match - and that’s okay. If you said something to offend the other player (ridiculing their safety preference, making fun of their sexual interests, or shaming them for their STI or lack-thereof), the end-screen would present you with more polite ways to phrase sexual discussions, and it would still provide resources for the topics discussed before the partner called it off.
Similarly, at any point, the player can choose to remove consent and end the game early. If that happens, the end-game congratulates you for removing consent. Prior consent does not imply current consent, and people should not feel bad about rejecting sexual advances whether there is compatability or not with the potential partner.
Final result
We didn’t make a game, but we had a strong presentation filled with chicken-related puns, our design process, and our goals and desires for the full version of the game. We demoed the working code we had and did a live-action version of the conversation simulation portion of the game.
Half our group had to leave early, and our game required a lot of text, formulae, and coding know-how that were hard to achieve with a smaller group. The portions of the game that were not completed were the generation of buttons with different text options and an end-game screen that generated content depending on your responses, but the background color cycling, player movement, and random partner characteristic all worked perfectly, and all the copy was written.
Below are some examples of the way conversation was handled, moving from brainstorming to MonoDevelop (click on images to zoom in).
Finally, how is this relevant to QuHere?
It’s tangential in that we wanted to create a game that did not privilege heterosexual activity over other forms of sexual activity that allowed users to explore different ways of discussion sexual issues in safe ways. Players are allowed to be rude, allowed to mess up, allowed to stick to their own personal beliefs, or allowed to role play with decisions they would never make in real life. In the end, the game does not shame players, but it provides resources to learn more about safer sex regardless of what they choose to do.
Creating a queer-friendly sex game itself is relevant to QuHere as both are different forms of digital experiences used to empower the often-marginalized queer community. Additionally, this game allows players to explore sexual safety, whereas QuHere allows players to explore non-sexual safety and ways to generate it in the real world (by considering the real world in new ways or by entering the virtual safe space of QuHere whenever necessary).













