Grafting cold game mechanics onto heartwarming story, Future Proof Games continues the unconventional tradition of Melissa and Gregory Avery-Weir's games. Our games are art, and we will explore the frontiers of interactive entertainment.
We create prophetic games that demand audacious compassion from their players and bring about dramatic social change. Our work explores transhumanism, looking at ways in which people can push the borders of what it means to be human. It encourages compassion and empathy for the uncomfortable and the alien, producing a more nuanced ethical perspective. We want our players to have fun becoming more insightful, thoughtful, and nurturing people.
Our games require understanding strange characters and cultures in the hopes that players will get practice in audacious compassion. They contain ethical situations that are too complicated to be approached dogmatically, provoking nuanced thought about difficult problems. They celebrate the different, the cybernetic, and the unsettling to encourage joy in stretching players' cultural comfort zones. They condemn oppression and exploitation while portraying and exploring the systems that allow such things to arise.
Latest Entries from the Dev Blog
I've noticed more talk about cultural appropriation lately, most of it scornful of the concept to varying degrees. Out of ignorance, people are claiming that "everything is cultural appropriation!" and "if cultural appropriation is bad, then X is horrible!" I want to talk a bit (as a white American) about my understanding of the concept, defuse a few toxic memes about it, and discuss how we might be guilty of it. ...
Exploit: Zero Day — our in-progress cyberpunk puzzle game — now has all the features it needs for the kinds of stories we want to tell.
We have a lengthy list of story ideas that we'll be implementing over the next many months of the game, but here are a few ...
Picture is of Jodediah Holem's sculpture made from his games.
We've returned from the 2015 Game Developers Conference in San Francisco! It was an intimidating and inspiring time. We were energized to do creative things and think critically about our work as well as reminded that we have ...
Our tabletop roleplaying game is almost done. In "beta" and for most of its development, it had the working title LORE. However, with our vision for it solidified and the polish phase starting, it was time to pick a name that reflected what the game had become.
I present to ...
Exploit: Zero Day, our game about solving puzzles and conspiring against the Man, is in closed alpha testing at the moment. We're working on the version code-named Alpha One, which is planned to have all of the core features: puzzle solving and creation, jobs given by NPCs, full mobile ...