Say Yes
OVERVIEW
Say Yes is a narrative-driven experience that simulates a text conversation between romantic partners, placing the player in the role of a woman navigating escalating pressure from her partner. Through dialogue, this project explores how coercive and manipulative tactics - often framed as expressions of affection or desire - can be used to undermine consent and exert control.
The project aims to shed light on a form of abuse that is often overlooked or minimised in the context of romantic relationships. By highlighting how these behaviours unfold and intensify, the project encourages reflection on the ways in which coercion can erode boundaries and harm individuals, even when not immediately recognised as abuse.
TEAM
This project was created as a solo project, as part of the Playable Media course at the IT University of Copenhagen, during the Spring 2024 semester. It was both conceptually and technically created by me, with a focus on narrative design and the use of interactivity to explore a difficult and often overlooked subject matter.
ROLE
Game designer
Narrative designer
CONTRIBUTION
Led the conceptual development of the project, including theme, focus and overall message
Designed the full narrative structure, writing the story and scripting all dialogue branches, outcomes, and player responses
Created visual assets and prototyped the entire experience in Figma, utilising its interactive features to simulate gameplay
Designed the core interaction mechanics, aligning them with the narrative’s emotional pacing and player agency
Conducted playtesting sessions, gathered feedback, and iteratively refined the prototype to improve clarity, impact, and usability
MECHANICS
Say Yes intentionally uses minimal mechanics, designed to support and not distract from the narrative’s emotional weight and thematic focus. The experience simulates a text conversation, where the player engages primarily by reading messages and, at key moments, choosing between 2 responses.
These limited interactions allow the player to influence the flow of the conversation while emphasising the tension and constraints that often accompany coercive dynamics. The simplicity reinforces the story’s realism and helps keeping the emotional impact central to the experience.
ENGINE & TOOLS
Figma
Miro