At a time when the online gaming community grapples with rising antisemitism, Julia Sebastien’s forthcoming PC game, StrangeLand, emerges as a thoughtful counter-narrative. This game delves into the complexities of Jewish life within the rigorous environment of an Ivy League college, positioning itself not merely as a source of entertainment but as a potential shield against prejudice.
Exploring Jewish Student Life
“What I want players to experience with this game,” Sebastien shared during our Zoom conversation, “is the sequence of choices and trade-offs a Jewish student in a really rigorous institution has to make.” Her vision extends beyond entertainment; she hopes that StrangeLand will serve as an educational tool for college educators and administrators, shedding light on the nuances of Jewish student experiences and the prevalence of antisemitism on campuses.
The primary audience for StrangeLand consists of current and former Jewish students at North American colleges. Sebastien recognizes the need for a platform that assists them in articulating their feelings and experiences to family and friends, especially during challenging times.
Having previously developed academic-themed digital games, Sebastien’s latest project is her most ambitious yet, bolstered by a grant from the Maimonides Fund. This endeavor is particularly personal, drawing from her own background and the stories of numerous Jewish students she consulted through surveys.
A Personal Journey
Raised in a “pretty religious Jewish suburb” in Toronto, Sebastien attended Jewish day school and became fluent in Hebrew. However, she found herself gravitating toward an intellectual exploration of her Jewish identity rather than a strictly religious one. After completing her undergraduate studies at York University, she pursued a master’s degree in learning, design, and technology at Harvard, and is currently working on a Ph.D. in media psychology at Cornell.
StrangeLand is inspired by her academic journey and the collective experiences of Jewish undergraduates and alumni. Players will navigate the life of a Jewish student embarking on graduate studies at an Ivy League institution in the 2010s, facing a series of thematic scenarios that reflect common dilemmas.
Gameplay Mechanics
The game will present “evergreen” challenges, such as balancing obligations during Jewish holidays with academic commitments, or deciding whether to stay late in a lab on a Friday night versus attending Shabbat dinner with peers. Some scenarios will subtly incorporate elements of antisemitism, like responding to inappropriate remarks or the decision to wear a Magen David necklace publicly.
Rather than a conventional win-or-lose format, StrangeLand aims to illustrate the inherent conflicts between these two worlds. “The crux of the gameplay is the impossibility of satisfying the demands of both,” Sebastien explained.
A Focused Narrative
Interestingly, StrangeLand intentionally omits discussions of Zionism and Israel, topics that often dominate conversations around Jewish experiences on college campuses. Sebastien clarified that her goal is not to address current events but to educate players about antisemitism itself. “I’m trying to bring awareness to diverse audiences using clear, universal examples,” she stated, emphasizing the importance of creating a safe space for exploration without the jarring presence of divisive issues.
To enhance this experience, the game will feature a retro aesthetic reminiscent of classic Game Boy graphics, a style that Sebastien fondly recalls from her childhood. This lo-fi design is intended to foster a sense of comfort and safety, allowing players to engage with the material meaningfully.
Anticipating Impact
As players navigate the intricacies of Jewish student life, Sebastien hopes to provide insights that resonate with both Jewish and non-Jewish audiences. While the absence of contemporary discussions around Zionism raises questions about the game’s broader applicability, Sebastien remains optimistic that StrangeLand will enrich players’ understanding of the Jewish collegiate experience.
“I want this to speak to and for Jewish students now and in the past,” she concluded, encapsulating her vision for the game as a bridge between generations and experiences.