I'm an independent game developer - there's not exactly an offline version of that. This is where my community is; everybody I'm close to I know because of the Internet.

For me, I don't think there's anything more human than technology. That's a big thing separating us from other animals: we make things, we build things, we create machines.

Making accessible games opens up the world of digital play to people living with disability, or even simply people who lack the literacy of an intimidating twin-stick controller.

The bigger your platform gets - it kind of feels like being Godzilla sometimes. You make a slight move and you can accidentally knock over a building. It's a tough thing to navigate.

There have been a number of film, TV, and - actually - theater productions that have been based off of me. Pretty much none of them have ever actually spoken to me, and I die in most of them.

People look to me for guidance or responsibility. People put a lot of stuff on me as a symbol of something, which is nothing I opted into, but it's a responsibility I take seriously regardless.

Depression Quest's' tone is one of hope. Many players have told me they've tried to take steps in their life to get their illness under control. I tear up while reading my e-mail on subways a lot.

In terms of client & press requests, I operate under the assumption that anything I say will be blasted out in public, so I measure my words incredibly carefully because of the scrutiny I'm under.

Sailor Moon' was the first time I could say I was a super-duper-fan of something. I remember watching before school, at like 6 A.M. along with 'Dragonball Z' or 'Beast Wars,' depending on the months.

It's weird when you stop being a person to a lot of folks and just become a weird talking point. It's like you become a meme, and you're not a person anymore, and people don't mind stealing your life.

Everyone who has felt alienated by the games industry, both would-be players and creators, needs to rally together and support one another as we create a space for those of us who don't fit in traditional spaces.

When you really boil it down, what comedy does is you expect one thing, and you get a totally different thing that's humorous, and we all laugh. That's generally how, just mechanically - super-distilled - comedy works.

I have to wonder if some part of the difficulty in dealing with the repercussions of your actions on the Internet is just that we were not ever really built for being able to conceive of a global community of anything.

I still strongly feel that a lot of people who participated in Gamergate, who participated in this sort of thing, are doing so because they go into it with - they'll believe the version of events that fits their world view.

There's an idea that, 'Oh, the more technology you have, or the more you modify your body, the less human you are.' I think that's super gross, and inaccurate, and also offensive to anybody who relies on technology to live.

I spent my 21st birthday chatting with my online friends because my husband had little interest in celebrating with me, and there was no other group of people I'd rather spend time with, even if they weren't there with me in person.

What people don't realize is that when you start making things outside of the convention of what is normal or good or 'best practices,' you're also shedding some of the baggage that comes with the concept of what a game 'should' be.

It only makes sense that as our society becomes more and more integrated with technology, we'll start to see more cyborgs, grinders, biohackers - whatever you want to call us - thriving at the intersection of tech and body modification.

Whether you need technology in your body for medical reasons, or just want it to augment your senses or for experimentation, there are numerous fronts that open-source advocates are working on to make implantable technology safer, cheaper, and available to everyone.

It's so weird, like, it's not like Gamergate is the only bad thing to happen to me. I've been homeless before, I've had to come through other stuff. A profoundly abusive childhood, but at least that stuff feels like I got to move on from it, that stuff is in the past.

The topic is too big, there's too many people who live with it, and too many moving pieces for anyone to do a definitive statement on what depression is like for everyone. 'Depression Quest's' goal was to be a basic introduction to the concept and to get the conversation started.

A big barrier to people getting help with online harassment is the general attitude either that it's not a real issue - that it's 'only' online - or that it's limited to someone saying they don't like you, and all of that stems from a basic misunderstanding of what we mean when we say 'online harassment.'

We need to discuss what our own standards are for games writing that falls outside of journalism, and support experimental formats and routes of production that may be more tailored to them than the status quo, because the public at large seems to still think that the only games writing that exists are reviews and news.

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