A Father, a Dying Son, and the Quest to Make the Most Profound Videogame Ever

A Father, a Dying Son, and the Quest to Make the Most Profound Videogame Ever 

You find yourself in a hotel room in a strange city, like a character in the first scene of a videogame.
Take a second to get oriented, to remember where fate has delivered you. Seattle. OK. You have come here to meet Ryan Green, who has made a videogame about his young son Joel’s battle with brain cancer. You’re not sure you’re ready for this, but you don’t have much choice. Deep breath. Go.
Head down to the lobby. Walk outside and travel two blocks northeast to the Washington State Convention Center, which is currently hosting PAX Prime, the country’s largest annual videogame expo. Enter the convention center and locate the escalator, just there, up the stairs to the left. Ascend to the fourth floor. Walk past the long lines of gamers waiting to take a spin through forthcoming big-budget releases like Tom Clancy’s The Division and Mad Max. Work your way back to the Indie Megabooth, a collection of more than 70 independently developed, artsier titles. There is a map; find the game you’re looking for, That Dragon, Cancer, tucked away in the northeast corner. As you reach the booth, notice the poster—a digital sketch of a large man in a hospital chair cradling a small boy, an IV delivering a toxic green fluid into the child’s body.
Green showed a demo of his game here in 2013, and you’ve heard the stories. Players breaking down in sobs and quickly exiting the booth. The emergency box of Kleenex, hastily procured and placed next to the monitors. The soothing reassurances to distraught gamers that Joel was, in fact, still alive.
Enter the booth. There are two monitors on a table. Players sit before them, silently steering through the latest demo. Here is what they see: a young boy, his facial features obscured, feeding bread crumbs to a duck, while his parents explain to his brothers why his treatment has left him unable to speak at age 2; a man sitting at a picnic table, ruminating on what his son must be experiencing without the words to express it; a playground, where the boy rocks on a toy horse, swings, giggles, spins on a carousel, then disappears; a path to a beach, where the boy is now strapped to a gurney, his tiny body hooked up to machines, the water filled with bobbing, gnarled tumors; the shadow of a dragon against the sea; a flight through the window of a hospital; a doctor telling the family that a recent MRI shows the boy’s tumors have returned; a nurse assuring them that the staff is very good at end-of-life care; the boy’s parents sitting still and silent while the room fills with water; the boy, now sitting in a rowboat, wearing a tiny life jacket that doesn’t look sufficient to protect him.
You know you will have to play this game at some point. You will have to confront all of these moments, and many more. But not yet. Instead, you find the bespectacled man wearing a narrow-brimmed straw fedora and a close-cut red beard. This is Ryan Green. Hold out your hand and share a sad smile, a silent acknowledgment of what you both know—what Green himself didn’t know when he started working on That Dragon, Cancer, what he didn’t know the first time he brought it here to PAX. You know how the game ends. You know that Joel dies.
reen began working on That Dragon, Cancer in November 2012. Joel, who had been diagnosed with a rare and aggressive form of cancer just after his first birthday, was approaching the age of 4. Green and his wife, Amy, lifelong devout Christians, saw this longevity as a miracle; back in November 2010, when Joel developed a new tumor after several rounds of chemotherapy, the doctors had declared him terminal, placed him on palliative care, and given him at most four months to live. The Greens had spent much of the next two years celebrating small victories and enduring crushing setbacks. Tumors that shrank, or even disappeared, then reemerged with greater vigor months later. Steroids that filled Joel with a powerful rage. A tumor that pressed on Joel’s optic nerve, causing his right eye to turn inward.
Green’s idea to make a videogame about Joel came to him in church, as he reflected on a harrowing evening a couple of years earlier when Joel was dehydrated and diarrheal, unable to drink anything without vomiting it back up, feverish, howling, and inconsolable, no matter how Green tried to soothe him. He had made a few games since then and had been thinking about mechanics, the rules that govern how a player interacts with and influences the action on the screen. “There’s a process you develop as a parent to keep your child from crying, and that night I couldn’t calm Joel,” Green says. “It made me think, ‘This is like a game where the mechanics are subverted and don’t work.’”
Green—along with Josh Larson, his codesigner—built a scene around that idea, and in early 2013 they started bringing it to videogame expos to drum up interest. Players found themselves in a hospital room with Ryan, clicking the walls and furniture in search of some way to relieve Joel’s suffering and quiet his screams. Yet every action—rock him, bounce him, feed him—only caused the crying to intensify. On the soundtrack, Green’s voice grew increasingly frantic until, pushed to the edge of despair, he broke down in prayer, at which point the scene ended.
The compelling demo made That Dragon, Cancer a cause célèbre within the indie game community. Noted game writer Jenn Frank played it at that year’s Game Developers Conference in San Francisco and wrote a raw essay about the thoughts and feelings around her own mother’s death that it evoked: “We will all meet this thing, or have already met it,” she wrote. “Maybe that should be scary, but That Dragon, Cancer is about sustaining the hope and joy of life for just as long as we can.”
Other influential raves soon followed. “I don’t know what else I will remember about this show, which things are going to stick, but this one has already set up shop,” PAX co-organizer Mike Krahulik wrote on his blog that same year. Green, he continued, “has encoded the experience, his actual experience, of being a father to a son doctors tell you will not and cannot live. It is an act of incredible bravery to collect it at this level of emotional ‘resolution,’ and we talked for as long as I could possibly spare about what it is to be a believer in God in the world we have been given.” 
The game’s reputation has only grown since then, building anticipation for its January release on the Ouya console and for the Mac and PC on the Steam platform. That Dragon, Cancer has been written up in The Wall Street Journal, Forbes, and The New York Times. A documentary about the game, Thank You for Playing, screened at the Tribeca Film Festival and will air on PBS in 2016. (The film was codirected by Malika Zouhali-Worrall, the wife of my WIRED colleague Andy Greenberg.) “That Dragon, Cancer is an amazing work of art,” says prominent game theorist Raph Koster. “In some ways, I’m glad that games were there for Ryan, because it sounds to me like the kind of questions that he is wrestling with, games are the right medium to wrestle with them in.”
Amidst all the plasma guns and power-ups, it can be easy to overlook the fact that videogames are inherently metaphysical exercises. Designing one is like beta-testing a universe. Its creators encode it with algorithms, maps, and decision trees, then invite players to decipher its hidden logic. Intentionally or not, games contain implicit messages about purpose, free will, the afterlife. Master the secret rhythms of Super Mario Bros. and you can deliver the eponymous plumber to a princely paradise. But even the best Space Invaders player is fated to end the game in defeat, another futile circuit in its samsara-like cycle of death and rebirth.
In a 2011 lecture titled “Truth in Game Design,” developer Jonathan Blow declared that games were a unique platform through which to explore the mysteries of the universe. “We can come to the game with question after question after question and type in some code and get answer after answer after answer,” he said. “And if we’re tapping into the right thing, then the volume of answers available to us can actually be quite large.” Blow, whose time-bending puzzle game Braid was a breakout hit, was speaking mostly of questions pertaining to theoretical physics and advanced mathematics. The questions That Dragon, Cancer is asking, on the other hand, are the kind of spiritual and existential quandaries that have haunted humanity since Job: Why are we here? Can we influence our fate? What kind of God would allow such suffering? How do we endure the knowledge that we, along with everyone we have ever met and loved, will die?
Unlike the games in Blow’s lecture, That Dragon, Cancer doesn’t provide any solutions to its queries. “A lot of people say art asks questions, and that always bothered me. Why leave people with just questions?” Green says. “But I find, through this process, that I do have more questions than I did, and I’m not so keen or eager to offer answers.”
Toward the end of Thank You for Playing, the documentary about the game, there’s a scene in which you can spy a copy of Reality Is Broken on the Greens’ bookshelf. The manifesto, by designer and academic Jane McGonigal, argues that we should engineer our world to be more like a videogame, incorporating its system of rewards and escalating challenges to help us find meaning and accomplishment in our lives. Green, though, is doing the opposite. He’s trying to create a game in which meaning is ambiguous and accomplishments are fleeting. He is making a game that is as broken—as confounding, unresolved, and tragically beautiful—as the world itself. hey wait somberly in line: cosplayers, young women, middle-aged men. They sit in front of the monitor, put on the Bose noise-canceling headphones, and pick up the Xbox controller. Fifteen minutes later they stand and push back from the table. Many of them affect sheepish grins, rise quietly, walk off abruptly without making eye contact. A few get misty-eyed, clearly shaken, collecting themselves before they leave. And then there’s the developer who starts weeping and says, “I don’t want to be here at PAX; I want to be home with my kids.” The couple whose own daughter survived cancer and who have followed the game’s development for years. The boy who staggers away from the screen as if emerging from a particularly punishing roller coaster.
“Are you OK?” Green asks.
“It’s just so sad,” the boy says in a hushed tone, staring off. He wanders away, dazed. A few minutes later he returns to collect the backpack he has inadvertently left behind.
Green, on the other hand, doesn’t at this moment appear particularly haunted or upset. He stands in front of his booth with the studied casualness of someone who knows that people nearby are talking about him. His burly figure would be imposing if he weren’t dressed in cargo shorts and flip-flops, a wardrobe that—along with his sunny, authoritative demeanor—gives him the air of a summer camp director. Despite the circumstances, he is happy to be here.
An experienced programmer, Green is relatively new to the indie-game world. Until recently, he worked full-time designing software for a Denver-based dialysis company, a job he held for 11 years. In 2008, just before Joel was born, Green, who had long dabbled in filmmaking, poetry, and art, decided to try his hand at game-making. He spent his evenings and weekends learning how to use the Torque game engine and cranking out silly iPhone trifles with names like Sir Roly Poly and Little Piñata. They didn’t sell well, but Green enjoyed making them. He had always fantasized about pursuing a creative career, and he and Amy hatched a plan to save up enough money for him to quit his job after a few years and build games full-time.
When the Greens received Joel’s first cancer diagnosis in January 2010, that creative outlet became more important to Ryan, even as it grew more difficult for him to pursue. The Greens live in Loveland, Colorado, about an hour from Joel’s oncologists in Denver, and Ryan found his schedule overtaken by late-night trips to the emergency room and overnight stays in the ICU, wrestling with feeding tubes and chemotherapy pills, juggling childcare for the Greens’ other children, and all the other logistical, emotional, and psychological challenges that come with tending to a seriously sick child. Ryan’s boss told him to take as much time as he needed, and he ratcheted back to working about 30 hours a week. At the same time, he found himself taking on contract game-design work, something to keep him creatively engaged during those long and terrifying months.
Then, just under a year later, Joel was declared terminal. The news caused Green to reassess his life. The dialysis company was giving him paid time off and the flexibility to take care of his family, and he was using it to work for somebody else. He was one month away from a $30,000 retention bonus—money that was crucial to his plan to strike out on his own—but he couldn’t stomach the idea of accepting it under such pretenses. Over the protests of his employer, he quit.
“Everybody around me was like, ‘Don’t fall on your sword, you don’t have to do this,’” Green says. “I don’t want it to sound more noble than it was, but it just felt like a moment where I could have some integrity.”
“You think, ‘Ugh, I kind of hate this, but I get it,’” Amy says. “Both of us at that point were like, ‘Let’s do what you’re passionate about and not just get through life. Let’s make decisions we love.’”
For Green, that meant making games that explored religious themes. He started doing full-time contract work for Soma Games, a Newberg, Oregon-based developer of Christian videogames. In late 2010 he met Larson, an indie-game veteran from Des Moines, Iowa. Larson, another devoted Christian, had been spending time on a “not-games” forum, an online discussion for developers interested in avoiding all the usual gamelike trappings—the puzzles and quests and levels—to discover what else the medium might be capable of. I Wish I Were the Moon was a clickable tone poem about lost love. Proteus had players wander around an interactive landscape. Larson says his interest in not-games was purely intellectual, not spiritual, but the effort to move beyond performance-based reward systems seems to track with some of his deeply held philosophical beliefs. “The idea of grace is that you don’t have to do something good to earn your salvation,” he says. “People are always so concerned about what you do in a game, and they can be that way about life too. Whereas some people, depending on what kind of faith they have or what kind of person they are, that’s not necessarily what defines them.”
Courtesy of the Green family
Courtesy of the Green family

 

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