Green and Larson both admit that even the most seasoned gamers might be disturbed when they realize they can’t simply “win” this level by battling some final boss or shooting at a group of hungry zombies. But this discomfort is part of the point — by allowing player to fail in a certain sense, they believe they can give a more realistic depiction of what struggling with a chronic illness is like.
“I’m asking you to walk along with me,” Green said. “I want to show people what the face of fear looks like.”
He adds, “I want people to love my son like I love my son.”
Green also wants to show players and fellow game developers alike that “games, of all mediums, should reflect life.”