Florence exemplifies the potential of feminist game design by focusing on the emotional labor and trials and tribulations that its female protagonist must endure as she experiences change, which serves to challenge how traditional games often sideline the intricacy and depth of women’s lived experiences. Developed by Mountains and published by Annapurna Interactive, Florence was released on Valentine’s Day on 2018 and is playable on iOS, Android, macOS, Nintendo Switch, and Windows. Over time, the game has become a favorite for a variety of audiences, including young adults, women, indie game enthusiasts, and lovers of narrative-driven and emotional stories, showcasing its broad appeal and impact.
Florence’s mechanics are elegantly simple yet profound, focusing on the protagonist’s life through a series of interactive vignettes. These vignettes are composed of touch-based puzzles that mimic real-life activities such as brushing teeth, organizing items, and piecing together fragments of conversations. The simplicity of these puzzles allows players to engage deeply with Florence’s emotional journey without being overwhelmed by complex gameplay. The ease of interaction encourages players from various backgrounds, including those who may not typically engage with traditional video games, to connect with Florence’s story on a personal level.
The dynamics of Florence center on the evolving relationship between the protagonist and her partner, Krish. The game poignantly captures the highs and lows of their relationship, from the excitement of their first meeting to its inevitable dissolution. For instance, throughout the beginning of their relationship, the complexity and number of puzzle pieces required to form Florence’s speech decreases over time and Florence’s facial expressions become more open and receptive, symbolizing how their conversation flows more naturally as they become comfortable with each other. Conversely, as their relationship deteriorates, the edges of the puzzle pieces shift from smooth to jagged, reflecting the increasing tension and conflict between them as you race to construct speech bubbles faster than Krish amidst an argument. This clever use of mechanics to mirror the narrative arc seamlessly intertwines the story and gameplay, creating an immersive experience that subtly emphasizes the protagonist’s emotional states.
Aesthetically, Florence is visually engaging with its hand-drawn art style and a palette that shifts to reflect the protagonist’s emotions. This use of color and minimalist design enhances the narrative and makes the story’s undertones more palpable. For example, the game begins with a muted color scheme, dominated by grays and blues, symbolizing Florence’s monotonous and uninspired daily life. As Florence meets Krish and falls in love, the colors in the game gradually become more vibrant and saturated, mirroring the joy and excitement she feels. This shift reflects her emotional transformation and highlights the significant impact of their relationship on her life. Then, the return of grays during times of conflict underscores the emotional toll of their arguments. Furthermore, the soundtrack complements the visual narrative with a blend of piano, violin, and cello melodies. As Florence heals from the end of her relationship, the cello, prominent throughout the beginning of Florence’s relationship with Krish, reemerges in a more subdued manner, signifying Krish’s lasting impact through the motivation and inspiration he provided rather than his physical presence in her life. Overall, the aesthetic choices in Florence enhance the sensational and narrative appeal of the game by breaking away from hyper-realistic and often hyper-masculine game visuals in favor of styles that emphasize emotional and relational depth.
However, despite its many strengths, Florence is not without its critiques. Initially, one issue I had with the game is that while it beautifully captures the emotional labor involved in personal relationships, it does not delve as deeply into other aspects of the protagonist’s life, such as her career ambitions or broader social interactions. Additionally, I thought the amount of time devoted to developing Florence’s relationship with Krish felt skewed compared to the exploration of self-discovery following their separation. This imbalance, at least for me, originally suggested that her identity was more significantly shaped by her romantic involvement than by her personal growth and achievements. I thought that incorporating a more comprehensive view of Florence’s life could provide a richer, more nuanced portrayal of her character, aligning more fully with feminist goals of depicting multifaceted female experiences and addressing the intersectionality that shapes her as an individual. Building upon this and comparing Florence to other narrative-driven games like Gone Home or Life is Strange, I felt these other games often provided exploration into a broader scope of themes, including family dynamics, identity, and social issues, in comparison to Florence’s more tangential references.
Yet, once I sat with the game for a longer period, I began to ask myself if I was being hypercritical in a manner that mirrors women’s struggles of scrutiny regardless of their efforts in everyday life. Was I being judgemental because it’s not my story and does there need to be a distinct separation between the end of Florence’s relationship with Krish and her journey to self-assurance? As the game concludes, Florence, covered in her passion, is shown enjoying a quiet moment at home, content with a cup of coffee or tea, her easel with a work in progress, and her cat curled up nearby. The game ultimately chose to portray its main character as a fulfilled individual who had grown significantly through her experiences — experiences that she only achieved through loving and learning from Krish. As a result, the absence of a romantic partner does not signify failure but rather highlights her journey towards self-actualization and personal satisfaction, and helped me better understand why it was so vital to her progression and the narrative of the game.
In conclusion, Florence stands as a significant achievement in feminist game design, successfully highlighting the emotional depth and inner lives of its female protagonist. While it excels in its portrayal of romantic relationships and emotional labor, broadening its thematic scope to include other aspects of the protagonist’s life could further align it with feminist theories, providing a more holistic representation of women’s experiences. Drawing from Shira Chess’s insights in “Play Like a Feminist,” Florence’s accessible design, engaging narrative, and emotional resonance make it a powerful example of how games can challenge traditional narratives and offer richer, more inclusive experiences.