This will not shorten anyone's waiting list or get a child the support they
are owed. What it does is put a non-autistic player inside a system where
depth is the strength and interruption is the cost, and make a game an
autistic player can actually sit down with: no timer, no fail state,
nothing missable, no sound unless you asked for it, and the whole world
set to your terms before the first frame.
Something is about to ask for you.
Answering takes all of your depth. Holding it costs you something else.
a game about attention
THREAD
A strand is never one thing. Hold it long enough and it opens.
Built on monotropism, the account of autistic attention put
forward by Dinah Murray, Mike Lesser and Wenn Lawson. Depth is the mechanic
because depth is the point.
Before anything moves
Set the world to something you can be in. Nothing here is a
concession and nothing is hidden in a menu. You can change any of it at any time.