Critical Play: Play Like a Feminist – Florence

Game Name: Florence

Game’s Creator: The game was developed by Mountains and published by Annapurna Interactive.

Platform: Florence is available on iOS, Android, and Nintendo Switch. I played on my iPad and unfortunately the audio was not working. 

Target Audience: The game “Florence” is targeted towards a relatively broad audience and is meant for those particularly interested in narrative-driven experiences. It appeals to players who appreciate storytelling in their gaming experiences.

Playing “Florence” as a feminist involves appreciating how the game deconstructs traditional gender roles by exploring the complexities of a young woman’s life. We are allowed to do so by following 25-year-old Florence Yeoh who is a very nuanced quarter, and isn’t the picture-perfect Ingénue heroine that video games and games in general like to portray of their female characters. Yes she is a young woman seeking love and companionship, but she is so much more than that. The game challenges the traditional, normative expectations of femininity through its narrative, offering a nuanced portrayal of identity, relationships, and personal growth.

“Florence” tells the story of a young woman navigating love, career, and self-discovery. The game’s mechanics are simple yet effective in conveying this emotional depth. For instance, there are multiple mini games embedded throughout that help complete the story and in one instance you’re faced with puzzle pieces representing conversations that become easier to fit together as the relationship between Florence and her partner blossoms, symbolizing their growing connection. However, as tensions arise, the pieces become more difficult to fit, reflecting the increasing complexity and strain in their relationship.

The game also breaks down the game into chapters and acts that represent different stages of the main character’s life and different discoveries she finds about herself.

 

Integrating ideas from “Play like a Feminist,” particularly those from Chapter 4, we see how “Florence” embodies feminist game design by focusing on personal narratives and emotional depth. The game’s success in illustrating everyday experiences and internal struggles resonates with the feminist call for more inclusive and representative storytelling in games. “Florence” challenges the traditional gaming focus on action and competition, instead offering a reflective experience centered on personal growth and emotional intelligence. The game’s focus on a young woman’s life also contributes to a more inclusive gaming landscape.

(All critiques are coming from the fact I only played through the first 10 chapters and the audio wasn’t working, so for phone conversations that are happening or if there was audio playing behind the text messages, then I would have missed those details)

My first critique would be to further explore either Florence’s friendships, family dynamics, or even previous relationships to allow us to learn more about her world and her place within it. From the first 10 chapters we see how her life is rather mundane but she has aspirations of becoming this great artist, however we only see one conversation with her mother (which I don’t fully know what it was about but can infer it had something to do with her finding a partner). I would love to know more about the other relationships in her life, and if there are none, maybe there is another way the game could have conveyed that to further demonstrate that emotional labor women go through in various relationships. 

My second critique would be on representation and intersectionality. I understand it is a story about “Florence” but because of that it is a story that predominantly reflects a specific cultural and socioeconomic background. In Florence’s case she is an Asian woman who speaks Mandarin, and comes from seemingly a middle class family as per the conversation with her mother and we see her working at an office job.

While I do think the story does a great job at still creating a story that is relatable to nearly all women, incorporating more diverse characters and experiences would align further with intersectional feminist principles, enriching the narrative by reflecting a wider array of identities and struggles.

Compared to other games like “Life is Strange” or “Gone Home,” which also explore themes of identity and relationships, “Florence” stands out for its more minimalist approach and unique gameplay mechanics. While those games offer more extensive narratives and choices, “Florence” excels in its simple UI and game design, making its emotional impact a lot more accessible and immediate.

Discussion Question: Florence appears to be an Asian woman, so how can “Florence” and other games like “Florence” further incorporate intersectional feminist principles to offer an even more inclusive and diverse narrative?

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