I visited the V&A Exhibition on design/play/confusion. Back in 2018, you may have experienced an intriguing set of mini-games. In this space, one could navigate a Tetris-like board to balance calories perfectly, while also battling quirky physics to nourish a character named Jenny, twisting her into a Pilates position.
Nearly seven years later, the complete version of Consume Me, which recently snagged the Grand Prize at the Independent Game Festival, is set to release this September. Developer Jenny Jiao Hsia explains that the game evolved into a semi-autobiographical narrative reflecting her high school feelings of being “silly, fat, and ugly.” What initially started as a series of mini-games focusing on Hsia’s struggles with restrictive dieting has transformed into an exploration of various aspects of her teenage life.
Many aspects of life as a teenager… consumer me. Photo: 66
Hsia and co-designer Alec “AP” Thomson have been collaborating on games since their time at NYU Game Center. The idea for Consume Me emerged when Hsia shared her old diaries with Thomson, which contained her calorie charts and dieting notes. “I thought, ‘Hey, doesn’t this look like a game?'” she recalls. Thomson concurred, stating, “We started with a small prototype, and once we secured funding, the game really took off.”
The duo continued to refine their ideas, aiming to create a substantial game. “The last major project we worked on was essentially a student project,” Thomson mentions. This game was a match-3 puzzle released in 2016, and compared to that, “the entire process of Consume Me is completely different.” Hsia humorously reflects on the experience, saying, “I sat next to AP every day and was eager to guide him. With Consume Me, I had to take on more responsibility. I don’t consider myself very experienced, so it took me quite some time.”
Hsia clarifies that Consume Me was not meant as a means to address her challenges with dieting, as she left behind a phase of her life before the game’s development. Instead, she finds that crafting the narrative from her own experiences yields a richer story. “If you’re creating something from scratch without solid experiences to draw from—unless you have a strong imagination—I think it’s uninteresting,” she notes. “The character Jenny in the game isn’t solely based on me. She’s a blend of AP and me, depicting the enthusiasm for achieving goals beyond her to-do list.”
Hsia expresses her surprise that many players find Consume Me relatable and approachable. Individuals who struggle with focus might see themselves in the reading mini-games, where Jenny’s attention keeps spinning in circles with her books. Moreover, she often finds herself short on time. Additionally, Jenny’s financial woes are highlighted in a mini-game where she discovers a lucky $20 bill on the street while walking her dog, humorously dealing with its “tremendous” bowel movements. Jenny’s habit of discovering money on the streets of New York is a reflection of Hsia’s own life experiences.
“I’m curious about what people actually take away from the game,” she admits. “It’s fascinating to showcase a part of your life and let a stranger interpret it, then watch their reactions.”
Source: www.theguardian.com












