I’m very curious (especially after the last Beacon question): what was the process of writing non-binary characters into Steamworld like in general? I know you wouldn’t have been in charge of Fen’s earlier appearances but I’m pretty sure you were at least always on staff for the games they’ve appeared in, and I’m pretty sure Heist 2 has the most non-binary Steamworld characters in it. But I’ve also noticed Heist 2 handles Trophy differently from how Fen’s been handled (particularly in terms of how explicit the representation is) and I was wondering if there was much of a reason for that (that you knew, at least). Other than that I mostly wonder about how the decision to write non-binary characters usually goes under the largely mimicry-based principles of Steambot (and probably various other energy sources-bot, I’m pretty sure I remember one of the nefarious orbs using they/them) gender. Also I’m just personally curious: does Trophy use they/it or is the it more of a Custos and Edna thing? I mostly ask because I also remember Dora referring to Fen as a “thing” in the same vein until they asked her to stop, so I’m curious if it’s a science-y character thing or a Trophy thing, or a bit of both.
First of all, thank you for this question. I love all of them and I try to answer them in the order they come in, but I’ve got a lot to say here so this one gets to jump the queue a bit lol.
The history of non binary characters in steamworld (at least as far as I’m aware) actually begins with an NPC from the Heist base game. I’m not 100% on the name, but I believe they were called The Lone Sailor or something similar (named after sailor moon). They were an explorer out in vector space that Piper could encounter on a little space station or ship or something, and exchange some words with. There’s no real gameplay or story purpose to them other than a little world building. And I think they’re only referred to by a they pronoun once or maybe twice. Probably when Piper discusses the encounter with Wonky on the ship.
I’ll get personal here, but the reason the lone sailor is non binary is because I was on the team. I am currently a transgender man in my thirties, but at the time I was ten years younger and was in the process of figuring out who I was (lifelong process, innit). I identified as non-binary for many years, and I wanted to put a little bit of that part of myself into the game we were making (my first one!). At the time, I was young and less eloquent lol, and the world at large was less knowledgeable about queer identities. But because others at the company supported me (like Peter Broqvist, the narrative director for most SW games, whom I worked with on the steamworld stories right up until the end), we got that little sailor in, at least. Pelle Cahndlerby wrote the dialogue, and I can’t really recall it, but he’s a poet and I’m sure there’s symbolism in there that younger me missed, will have to replay heist 1 haha!
Anyway, pretty soon after that it was time to create Fen. I guess the idea of a nonbinary character, and especially a vectron one that was clearly more “genderless”, had had time to land a bit, we could go further. I was part of the discussion for sure, but I don’t recall the major decisions. I think there were discussions “up above”, and the chips fell in our favour. I even got to design original Heist 1 Fen’s visual look which felt awesome. I believe it was my first bigger playable character concept I got to do.
Throughout the years the steamworld team became queerer and queerer, and we ended up in positions with more influence. By the time of Heist 2, the team and the world around us had both grown a lot. It was obvious that Trophy was a they/it character (might be more on the they-side but yeah the “it” is still valid and different from the one Fen declines), and as the narrative lead I now had the “power” to make that call more confidently. I believe it was something like one conversation, and everyone going yeah that makes sense.
So basically, writing nonbinary characters in steamworld happened because we queer people were part of the team, and we pushed for it, and we had allies in our teammates. The nuance in the NB, queer and queer-coded depictions in the games’ world grew as we became more experienced and got more say over the development process. From basically “this exists” to “and now we discuss it a tiny bit” to eventually “this is just natural and doesn’t need to be mentioned as particularly different. Everyone’s different, after all!”
And by the way, seeing players react positively is what it’s all about. Because that’s why we’re doing this whole thing. For you guys, and for ourselves. To get to make something and put it out there and say something with it. Sometimes that something doesn’t have to be more complex than “we are here too”.