INTERVIEW: Nikki Jay Escaped a Cult — Now She’s Making a Game About It
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Quantum Witch developer Nikki Jay grew up in a cult. It was a heavily religious environment, with strict rules and harsh teachings. Most medical assistance was shunned, and there were constant lectures about the end of the world, how she was never good enough, and that God was going to kill her and all her loved ones in horrible ways. Nothing was more abhorrent to the cult, though, than the concept of homosexuality, and that was a problem for Nikki, who realised she was attracted to women at a young age.
“I knew that I liked girls from the age of 8,” Nikki tells me. “I distinctly remember, at the end of term at school, teachers brought in Labyrinth for us to watch. I saw Jennifer Connelly, and I saw David Bowie, and I knew who I preferred.”
The religious group’s disposition on homosexuality, combined with its total ban on outside interaction – friends outside of the group were considered to be “controlled by the devil” – and limitations on LGBT+ discussion in public life in the UK throughout the 80’s and 90’s, meant that Nikki was isolated and alone. Her escape throughout these difficult times was video games, where she fell in love with games like Chrono Trigger, which offered her something new: an opportunity to choose her own path.
“I remember playing through Chrono Trigger for the first time, and I’ve got a choice,” Nikki recalls. “I can be enemies with this guy or be friends with him. And the ending is different, my party is different, my abilities are different depending on that choice. I love that so much.”
That feeling of choice is something that Nikki’s tried to capture in her own game, Quantum Witch, which is in the final stages of development now. Quantum Witch is a narrative adventure game with light platforming elements, and it’s one of the most choice-heavy games I’ve ever seen. Everything you do – or just as importantly, everything you choose not to do – has an impact on the story, the options available to you later, and the ending. In Nikki’s own words, she’s probably gone a little overboard with it — there are five endings to the main story, four endings to one of the game’s chapters, and at least two endings for each NPC in the game.
These choices come up in every aspect of the game, and shape your journey through the world Nikki created.
“A choice you made early in the game will color the choices that you have available to you later in the game, because the choices you make not only affect the story, they affect the character development of the main character,” Nikki explains. “By choosing to go with the flow with a certain group, that means she’s going to have less confrontational options available to her going forwards — fewer options in one way, but more options in another.
“It’s incredibly complex, but from a player point of view, you can play it and go, ‘oh, that was the story, I got my story’ and it’s not really until you look at the achievements and go ‘but I only got half the achievements,’ and then you might talk to a friend who goes ‘well, that’s not the story I got.'”
It’s all made possible by a custom scripting language – and a lot of spreadsheets – that Nikki made herself. Initially, development on Quantum Witch started in Javascript, but after the realization that it would unnecessarily lock her out of a potential console release in the future, she decided to make the switch to the C programming language. The only problem was that she didn’t actually know C, so she gave herself two weeks to learn it, and another week to implement her custom scripting language, dubbed Witch Script. It turns simple text scripts into game material, effectively allowing her to implement and change content at a rapid pace. After our conversation, Nikki realized there were a few changes she wanted to make, adding a few more choices for players to pick, and it was implemented in just a few minutes.
The heavy focus on choice, and the comedic lens through which it’s presented, is in part a coping mechanism for Nikki. Growing up, she didn’t have a lot of choice, and while she was technically free to leave, it came at a big cost. It’s something she’s poked fun at in Quantum Witch, where a cult-like group allows main character Ren to leave after a meeting — but only by pushing through the “Fine Mesh of Separation,” a metal net that would effectively kill anyone attempting to leave. This, Nikki says, is essentially a comedic twist on what it was like when she left. She was free to leave the group, but it meant giving up her life as she knew it.
Content retrieved from: https://www.newsweek.com/entertainment/video-games/interview-nikki-jay-escaped-cult-now-shes-making-game-about-it-2070283.