Blind Faith is a side scrolling puzzle game for mobile devices released for exhibition in November 2014.
The game is set in the year 2029, during an era in which the afterlife has undergone privatisation. The player assumes the role of Nina Renner, a young systems analyst who finds herself waking up in what appears to be her afterlife, which is, unbeknownst to her, a simulated version of consciousness set up by “The Company”. Due to a glitch in the system, she has awoken into this consciousness before all of her memories have had the chance to be uploaded. It is up to Nina (the player) to move backwards in time and locate all of these missing memories, unlocking the firewall of her mind, to discover how she got there to begin with… and if she can ever return to living a real life.
This game was an experiment in balancing limited production resources with high narrative agency… drawing on the aesthetic styles and mechanic operations of contemporary works such as: Papers Please by Lucus Pope, released in 2013, Silent Age by Fireproof Games, in 2012 and the Walking Dead, by Telltale Games, in 2012. And inspired by the stories of David Eagleman in his book ‘SUM: Forty Tales from the Afterlives’ (2010).
Vidhi Shah – Lead Designer and Writer
Deb Polson – Advisor and Producer
Ryan Quagliata – Programming
CL Terry – Art
Mara Ingham – Art
Stewart Whiteley – Sound Designer
Aki Tomatsu – Concept Art
Nicky Watson – UX and Assistant Producer
Polson D., Shah V. (2015) ‘Blind Faith’. An Experiment with Narrative Agency in Game Design. In: Kurosu M. (eds) Human-Computer Interaction: Interaction Technologies. HCI 2015. Lecture Notes in Computer Science, vol 9170. Springer, Cham