A video game to cope with grief Amy Green

Two months ago, my kids and I
huddled around a cell phone

watching the live stream
of the Game Awards,

one of the video game
industry’s biggest nights.

They announced the nominees
for the Game for Impact,

an award that’s given
to a thought-provoking video game

with a profound prosocial
message or meaning.

They opened the envelope

and they read the title of our video game.

An award …

for impact.

It was almost funny, actually,

because I always thought
that winning an award like that

would have this huge impact on my life,

but I found that the opposite is true.

The big nights,

the accomplishments –

they fade.

But the hardest nights of my life
have stuck with me,

impacting who I am

and what I do.

In 2010, my third son, Joel, was diagnosed
with a rare and aggressive brain tumor.

And before that year was finished,

doctors sat my husband and I down

and let us know
that his tumor had returned

despite the most aggressive chemotherapy
and radiation that they could offer him.

On that terrible night,

after learning that Joel
had perhaps four months to live,

I cuddled up with
my two older sons in bed –

they were five and three at the time –

and I never really knew
how much they understood,

so I started telling them a bedtime story.

I told them about this
very brave knight named Joel

and his adventure fighting
a terrible dragon called cancer.

Every night, I told them
more of the story,

but I never let the story end.

I was just building up a context
that they could understand

and hoping that our prayers
would be answered

and I would never
have to tell them that that knight,

who had fought so bravely,

was done fighting

and could rest now, forever.

Fortunately, I never did have to
finish that bedtime story.

My children outgrew it.

Joel responded better than anyone expected
to palliative treatment,

and so instead of months,

we spent years learning how to love
our dying child with all of our hearts.

Learning to recognize
that shameful feeling

of holding back just a little love

to try to spare ourselves
just a little pain

somewhere further down the road.

We pushed past that self-preservation

because Joel was worth loving
even if that love could crush us.

And that lesson of intense
vulnerability has changed me …

more than any award ever could.

We started living like Joel could live,

and we began developing a video game
called “That Dragon, Cancer.”

It was the story of Joel.

It was the story of hope
in the shadow of death.

It was the story of faith

and doubt,

and the realization that a wrestle
with doubt is a part of faith –

maybe the biggest part of it.

It was a story that began as a miracle

and ended as a memorial.

(Music)

(Giggle)

(Clapping)

(Music)

(Video) Dad: Bouncing around,
do you like that?

(Giggle)

I love your giggle.

(Music)

(Giggle)

[A Journey of Hope In the Shadow of Death]

[That Dragon, Cancer]

(Music)

When you play “That Dragon, Cancer,”

you’re transformed
into a witness of Joel’s life,

exploring an emotional landscape,

clicking to discover more of what
we as a family felt and experienced.

It feels a little bit
like analyzing interactive poetry

because every game mechanic is a metaphor,

and so the more the player asks themselves

what we as designers
were trying to express and why,

the richer the experience becomes.

We took that vulnerability
that Joel taught us,

and we encoded the game with it.

Players expect their video games
to offer them branching narrative

so that every decision
that they make feels important

and can change the outcome of the game.

We subverted that principle
of game design,

collapsing the choices in on the player

so that they discover for themselves

that there is nothing that they can do
that will change the outcome for Joel.

And they feel that discovery
as deeply and desperately as we felt it

on nights when we held Joel
in our arms praying for hours,

stubbornly holding out hope for a grace
that we could not create for ourselves.

We’d all prefer to win,

but when you discover that you can’t win,

what do you value instead?

I never planned to write video games,

but these moments
that really change our lives,

they often come as the result
of our hardship – and not our glory.

When we thought that Joel could live,

I left the game designing to my husband.

I chimed in here and there

with a scene or two and some suggestions.

But after the night that Joel died,

the passion,

the possibility of sharing Joel’s life
through our video game –

it was something that I couldn’t resist.

I started writing more,

I sat in on our team’s design meetings,

I added more ideas
and I helped direct scenes.

And I discovered that creating
a video game is telling a story,

but with an entirely new vocabulary.

All the same elements of imagination
and symbolism are there,

but they’re just partnered
with player agency

and system responsiveness.

It’s challenging work.

I have to think
in a totally new way to do it,

but I love it.

And I wouldn’t have known
that without Joel.

Maybe you’re a little surprised

by our choice to share our story
of terminal cancer through a video game.

Perhaps you’re even thinking
like so many people before you:

cancer is not a game.

Well, tell that
to any pediatric cancer parent

that’s ever taken an exam glove
and blown it up into a balloon,

or transformed a syringe
into a rocket ship,

or let their child ride their IV pole
through the hospital halls

like it was a race car.

Because when you have children,

everything is a game.

And when your young child
experiences something traumatic,

you work even harder to make sure
that their life feels like a game

because children naturally
explore their worlds through play.

While cancer can steal
many things from a family,

it shouldn’t steal play.

If you’re listening to me
and you’re trying to imagine this family

that revolves entirely
around a dying child,

and you can’t imagine joy
as part of that picture,

then we were right
to share our story with you,

because that season of our life was hard.

Unspeakably hard at times,

but it was also pure hope,

deep love

and joy like I have never
experienced since.

Our video game was our attempt
to share that world

with people who hadn’t
experienced it before,

because we never could imagine
that world until it became ours.

We made a video game that’s hard to play.

It will never be a blockbuster.

People have to prepare themselves
to invest emotionally

in a story that they know
will break their hearts.

But when our hearts break,

they heal a little differently.

My broken heart has been healing
with a new and a deeper compassion –

a desire to sit with people in their pain,

to hear their stories
and try to help tell them

so that they know that they’re seen.

On the night when “That Dragon, Cancer”
won the Game for Impact Award,

we cheered,

we smiled and we talked about Joel

and the impact he had on our life –

on all of those hard and hopeful nights
that we shared with him

when he changed our hearts

and taught us so much more
about life and love and faith and purpose.

That award will never mean as much to me
as even a single photograph of my son,

but it does represent all of the people
who his life has impacted,

people I’ll never meet.

They write me emails sometimes.

They tell me that they miss Joel,
even though they never met him.

They describe the tears
that they’ve shed for my son,

and it makes my burden of grief
just a little bit lighter

knowing that it’s shared
with a 10-year-old

watching a YouTube playthrough,

or a doctor playing on his airplane
with a smartphone,

or a professor introducing Joel
to her first-year philosophy students.

We made a video game that’s hard to play.

But that feels just right to me,

because the hardest moments of our lives

change us more than any goal
we could ever accomplish.

Tragedy has shifted my heart

more than any dream
I could ever see come true.

Thank you.

(Applause)

两个月前,我和我的孩子们
围着手机

观看
游戏大奖的直播,

这是视频游戏
行业最盛大的夜晚之一。

他们宣布
了 Game for Impact 的提名,

该奖项
授予一款发人深省

、具有深刻亲社会
信息或意义的视频游戏。

他们打开信封

,读到了我们电子游戏的标题。

一个奖项

……影响力。

实际上,这几乎很有趣,

因为我一直
认为赢得这样的奖项

会对我的生活产生如此巨大的影响,

但我发现事实恰恰相反。

重要的夜晚

,成就——

它们消失了。

但我一生中最艰难的夜晚
一直伴随着我,

影响着我是谁

以及我做什么。

2010 年,我的第三个儿子乔尔被诊断出
患有罕见的侵袭性脑瘤。

在那一年结束之前,

医生让我和我丈夫坐下来

,告诉
我们他的肿瘤已经复发,

尽管他们可以为他提供最激进的化疗和放疗。

在那个可怕的夜晚,

在得知
乔尔可能还有四个月的

生命后,
我在床上抱着我的两个大儿子——

他们当时分别是五岁和三岁

——我真的不知道
他们理解了多少,

所以我 开始给他们讲睡前故事。

我告诉他们这个
名叫乔尔的非常勇敢的骑士

和他与
一条名叫癌症的可怕巨龙的冒险。

每天晚上,我都会告诉他们
更多的故事,

但我从未让故事结束。

我只是在建立一个
他们可以理解的背景,

并希望我们的祈祷
会得到回应

,我永远
不必告诉他们那个

勇敢地战斗过的骑士

已经完成了战斗

,现在可以永远休息了。

幸运的是,我从来不需要
完成那个睡前故事。

我的孩子长大了。

乔尔对姑息治疗的反应比任何人预期的都要好

,所以

我们花了数年时间学习如何
全心全意地爱我们垂死的孩子,而不是几个月。

学会识别
那种羞耻的感觉

,即忍住一点爱

,试图在更远的地方让自己
免受

一点痛苦。

我们超越了自我保护,

因为乔尔值得爱,
即使这种爱会压垮我们。

强烈的
脆弱性教训改变了我……

比任何奖项都改变的多。

我们开始像乔尔一样生活

,我们开始开发一款
名为“巨龙,巨蟹座”的电子游戏。

这是乔尔的故事。

这是
死亡阴影下的希望故事。

这是一个关于信仰

和怀疑的故事

,认识到
与怀疑搏斗是信仰的一部分——也许是信仰

的最重要部分。

这是一个以奇迹开始

,以纪念结束的故事。

(音乐)

(傻笑)

(鼓掌)

(音乐)

(视频)爸爸:蹦蹦跳跳,
你喜欢吗?

(傻笑)

我喜欢你的傻笑。

(音乐)

(傻笑)

[死亡阴影中的希望之旅]

[巨蟹座巨龙]

(音乐)

当你演奏“巨蟹座巨龙”时,


变成了乔尔生活的见证者,

探索着一种情感 景观,

点击发现更多
我们作为一个家庭的感受和经历。

感觉有点
像分析互动诗歌,

因为每个游戏机制都是一个隐喻

,所以玩家越是问自己

我们作为
设计师想要表达什么以及为什么,

体验就会变得越丰富。

我们利用了
Joel 教给我们的漏洞,

并用它对游戏进行了编码。

玩家希望他们的视频游戏
能够为他们提供分支叙事,

以便他们做出的每一个决定都感觉很重要,

并且可以改变游戏的结果。

我们颠覆
了游戏设计的原则,

将玩家的选择折叠

起来,让他们自己

发现,他们无法做任何
事情来改变乔尔的结局。

他们对这种发现的感觉

就像我们在夜晚将乔尔
抱在怀里祈祷了几个小时,

顽固地
希望我们无法为自己创造的恩典一样深切和绝望。

我们都喜欢赢,

但是当你发现你赢不了的时候,

你看重的是什么?

我从来没有打算写电子游戏,

但这些
真正改变我们生活的时刻,

它们往往
来自我们的艰辛——而不是我们的荣耀。

当我们认为 Joel 可以活下来时,

我把游戏设计留给了我丈夫。

我在这里和那里插话

一两个场景和一些建议。

但是在乔尔去世的那个晚上之后

,激情,

通过我们的电子游戏分享乔尔生活的可能性——

这是我无法抗拒的东西。

我开始写作更多,

我参加了我们团队的设计会议,

我添加了更多想法
并帮助指导场景。

我发现
创建电子游戏就是在讲述一个故事,

但使用的是全新的词汇。

所有相同的想象
和象征元素都在那里,

但它们只是
与玩家代理

和系统响应能力合作。

这是一项具有挑战性的工作。

我必须
以一种全新的方式来思考,

但我喜欢它。

如果没有乔尔,我不会知道
这一点。

也许您对

我们选择
通过视频游戏分享我们关于晚期癌症的故事感到有些惊讶。

也许你甚至
像之前的很多人一样思考:

癌症不是游戏。

好吧,告诉

任何曾经拿过检查手套
并将其吹成气球,

或将注射器
变成火箭飞船,

或让他们的孩子像赛车一样骑着输液杆
穿过医院大厅的儿科癌症父母

.

因为当你有孩子的时候,

一切都是游戏。

当你的孩子
经历一些创伤时,

你会更加努力地
确保他们的生活感觉像一场游戏,

因为孩子们自然地
通过游戏探索他们的世界。

虽然癌症可以
从家庭中偷走很多东西,

但它不应该偷走游戏。

如果你在听我说
,你试图想象这个家庭

完全
围绕着一个垂死的孩子,

而你无法想象快乐
是那幅画的一部分,

那么我们
与你分享我们的故事是正确的,

因为那 我们生活的季节很艰难。

有时难以言表,

但那也是我从未经历过的纯粹的希望、

深切的爱

和快乐

我们的电子游戏是我们试图

与以前没有
体验过它的人分享这个世界,

因为
在它成为我们的世界之前,我们永远无法想象那个世界。

我们制作了一款很难玩的视频游戏。

它永远不会成为大片。

人们必须做好准备

在一个他们知道会伤心的故事中投入情感

但是当我们的心碎时,

它们的愈合方式会有所不同。

我破碎的心一直在
以一种新的、更深的同情心得到治愈

——渴望与处于痛苦中的人们坐在一起

,倾听他们的故事,
并试图帮助他们告诉他们,

让他们知道他们被看到了。

在“那条巨龙,巨蟹座”
获得影响力奖的那个晚上,

我们欢呼,

我们微笑,我们谈论乔尔

以及他对我们生活的影响——

在我们与他分享的所有那些艰难而充满希望的夜晚

当他改变了我们的心

,教会了我们更多
关于生活、爱、信仰和目标的知识。

这个奖项对我来说永远不会
像我儿子的一张照片那样重要,

但它确实代表了
他一生影响的

所有人,我永远不会遇到的人。

他们有时给我写电子邮件。

他们告诉我他们想念乔尔,
尽管他们从未见过他。

他们描述了
他们为我儿子流下的眼泪

,这让我的悲伤负担
稍微减轻了一点,因为我

知道这是
一个 10 岁的孩子在

观看 YouTube 播放,

或者是一个医生在他的飞机
上玩 智能手机,

或者教授
向她一年级的哲学学生介绍乔尔。

我们制作了一款很难玩的视频游戏。

但这对我来说感觉恰到好处,

因为我们生命中最艰难的时刻

改变了我们,超过了
我们所能实现的任何目标。

悲剧


我见过的任何梦想都更能改变我的心。

谢谢你。

(掌声)