Amy Green: A video game to cope with grief
Amy Green: Video igra za nošenje s tugom
Amy Green creates narrative video games that focus on innovative stories. Full bio
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huddled around a cell phone
skupili smo se oko mobitela
of the Game Awards,
live prijenos Game Awards-a,
industry's biggest nights.
za industriju video igrica.
for the Game for Impact,
nominirane za "Utjecajnu Igru,"
to a thought-provoking video game
provokativnoj video igri
message or meaning.
porukom ili značenjem.
that winning an award like that
da će osvajanje takve nagrade
na moj život,
potpuno suprotna.
have stuck with me,
su zapele samnom,
with a rare and aggressive brain tumor.
dijagnosticiran je rijedak i agresivan tumor na mozgu.
that his tumor had returned
da se tumor vratio
and radiation that they could offer him.
i radijaciji koje su nam mogli ponuditi.
had perhaps four months to live,
možda preostaje 4 mjeseca života,
my two older sons in bed --
starija sina u krevetu --
how much they understood,
koliko oni razumiju,
very brave knight named Joel
jako hrabrom vitezu Joelu
a terrible dragon called cancer.
strašnog zmaja koji se zvao tumor.
more of the story,
sam im novi dio priče
that they could understand
koji bi oni mogli razumjeti
would be answered
naše molitve biti uslišane
have to tell them that that knight,
reći da je vitez,
finish that bedtime story.
morala završiti priču za laku noć.
to palliative treatment,
je itko očekivao na palijativni tretman,
our dying child with all of our hearts.
voljeti naše umiruće dijete svim srcem.
that shameful feeling
taj sramotni osjećaj
samo malo ljubavi
just a little pain
samo malo boli
even if that love could crush us.
iako bi nas ta ljubav mogla dokrajčiti.
vulnerability has changed me ...
promijenila me...
Joel mogao živjeti,
called "That Dragon, Cancer."
nazvanu "Taj Zmaj, Tumor."
in the shadow of death.
u sjeni smrti.
with doubt is a part of faith --
sa sumnjom dio vjere --
počela kao čudo
do you like that?
sviđa ti se to?
"Taj Zmaj, Tumor,"
into a witness of Joel's life,
svjedoka Joelova života,
we as a family felt and experienced.
onoga što smo mi kao obitelj iskusili.
like analyzing interactive poetry
analiziranje interaktivne poezije
were trying to express and why,
htjeli izraziti i zašto,
that Joel taught us,
kojoj nas je Joel naučio,
to offer them branching narrative
razgranate priče
that they make feels important
koju donose činila važnom
of game design,
dizajna igrice,
that will change the outcome for Joel.
što bi promijenilo Joelov ishod.
as deeply and desperately as we felt it
jednako duboko i očajno kao i mi
in our arms praying for hours,
satima držali u naručju i molili,
that we could not create for ourselves.
koju nismo mogli sami sebi stvoriti.
da ću pisati video igre,
that really change our lives,
zaista promijenili naše živote,
of our hardship -- and not our glory.
naših muka -- ne naše slave.
igrice svom mužu.
through our video game --
život kroz našu video igru --
nisam mogla oduprijeti.
s našim timom.
and I helped direct scenes.
i pomogla pri režiranju scena.
a video game is telling a story,
video igre kao pričanje priče,
and symbolism are there,
mašte i simbolike su prisutni,
with player agency
s djelovanjem igrača
in a totally new way to do it,
potpuno nov način za to,
that without Joel.
da nije bilo Joela.
of terminal cancer through a video game.
o terminalnom tumoru kroz video igru.
like so many people before you:
kao mnogi ljudi prije vas:
to any pediatric cancer parent
roditelju djeteta s tumorom
and blown it up into a balloon,
i napuhao ih u balon,
into a rocket ship,
u raketu,
through the hospital halls
svoj stalak s infuzijom kroz bolnicu
experiences something traumatic,
prolazi kroz nešto traumatično,
that their life feels like a game
njihovi životi još više izgledali kao igra
explore their worlds through play.
istražuju svijet kroz igru.
many things from a family,
mnogo toga od obitelji,
and you're trying to imagine this family
pokušavate zamisliti obitelj
around a dying child,
oko umirućeg djeteta,
as part of that picture,
sreću kao dio te slike,
to share our story with you,
podijeliti našu priču s vama,
experienced since.
nisam iskusila.
to share that world
da podijelimo taj svijet
experienced it before,
nikad prije nisu iskusili,
that world until it became ours.
dok nije postao naš.
koju je teško igrati.
to invest emotionally
na emocionalno ulaganje
will break their hearts.
da će im slomiti srca.
with a new and a deeper compassion --
s novom i dubljom samilošću --
u njihovoj boli,
and try to help tell them
i pokušala im pomoći reći
won the Game for Impact Award,
osvojio nagradu za Utjecajnu Igru,
that we shared with him
koje smo dijelili s njim
about life and love and faith and purpose.
životu i ljubavi i vjeri i svrsi.
as even a single photograph of my son,
čak ni kao jedna fotografija moga sina,
who his life has impacted,
na koje je njegov život utjecao,
even though they never met him.
iako ga nikada nisu upoznali.
that they've shed for my son,
koje su prolili za mog sina
just a little bit lighter
barem mrvicu lakšim
with a 10-year-old
s desetogodišnjakom
with a smartphone,
avionu na svom pametnom telefonu,
to her first-year philosophy students.
svojim studentima filozofije na 1. godini.
we could ever accomplish.
cilj koji bi ikada mogli ostvariti.
I could ever see come true.
koji bi mi se ikada mogao ostvariti.
ABOUT THE SPEAKER
Amy Green - Video game designerAmy Green creates narrative video games that focus on innovative stories.
Why you should listen
Amy Green writes and designs video games for Numinous Games, whose first title, That Dragon, Cancer, was an intimate autobiography of the life and death of her son Joel Green. Along with her husband and a team of six other developers, she used a video game to artistically portray the surreal emotional landscape of raising a child with a terminal illness. In May 2017, the Peabody Media Center and the University of Georgia awarded That Dragon, Cancer a Peabody-Facebook Futures of Media Award for Best Video Game.
Green's current project, Untethered, is an episodic virtual reality mystery that allows the player to speak out loud to the characters within the game. These characters speak back to the player, including the player as an integral character in the quirky story that is being told in the game.
Green's work with Numinous Games has been recognized by the British Academy of Film and Television Arts, South by Southwest, Games for Change, the Independent Game Developers Association, the Game Awards and has been featured in press coverage by the New York Times, the Wall Street Journal, Wired Magazine, Popular Science, RadioLab, CBS Sunday Morning, the BBC and the Guardian.
Amy Green | Speaker | TED.com