- Release Year: 2015
- Platforms: Windows
- Developer: Marion Esquian
- Genre: Adventure
- Perspective: Third-person
- Gameplay: Graphic adventure
- Setting: Contemporary
- Average Score: 82/100
Description
She Might Think is a contemporary point-and-click adventure game developed for the A Game By Its Cover 2015 game jam. Players explore Mrs. Boris’ apartment, taking control of different female characters to interact with various items. The primary objective is to get to know the seven distinct girls featured in the game’s final build by uncovering their stories and personalities through environmental interaction.
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
mobygames.com : She Might Think is a point-and-click adventure game where the player meets a variety of different girls and gets to know them.
boingboing.net : She Might Think is a lovely, innovative experiment about perception.
rawg.io : The goal is secretly to show you that every girl is unique, has her own opinions and definitely doesn’t answer to gender stereotypes.
mobygames.com : This page provides technical specifications and attributes for the game.
mayhow.itch.io (82/100): The goal is secretly to show you that every girl is unique, has her own opinions and definitely doesn’t answer to gender stereotypes.
She Might Think: An Intimate Glimpse into Perception and Identity
In the sprawling, often cacophonous landscape of video games, certain titles emerge not for their technical prowess or bombastic action, but for their quiet, insightful experiments in narrative and empathy. She Might Think, a deceptively simple point-and-click adventure released in 2015, is one such game. Born from the fertile grounds of a game jam, it transcended its humble origins to become a “lovely, innovative experiment about perception,” as lauded by Boing Boing. This review will delve into its unique genesis, deconstruct its profound thematic core, analyze its minimalist yet impactful gameplay, and ultimately argue that She Might Think stands as a vital, if understated, testament to the power of interactive media to challenge preconceptions and celebrate the kaleidoscopic nature of human individuality.
Development History & Context
She Might Think owes its existence to the creative pressure cooker of the “A Game By Its Cover 2015” game jam. This context is crucial to understanding its focused scope and innovative design. Conceived and developed within a week, it represents a remarkable achievement in rapid prototyping and artistic expression.
The Visionaries Behind the Concept
The core creative team was remarkably lean, consisting of two primary individuals:
* Marion Esquian (@Mayhow): Credited with both Game Design and Development, Esquian was the driving force behind the game’s conceptual framework and its execution in the GameMaker engine. Her vision for the game was explicitly stated: “The goal is secretly to show you that every girl is unique, has her own opinions and definitely doesn’t answer to gender stereotypes.” This clear, intentional thesis guided every aspect of the project.
* Ludivine Berthouloux (@LuluBTX): Responsible for Art and Character Design, Berthouloux’s distinctive visual style was integral to bringing Esquian’s vision to life.
Beyond this core duo, the project benefited from a surprisingly extensive list of “36 Super Ladies” who inspired the creation of the characters, lending authenticity to the game’s central premise by contributing “the opinions of real women and friends.” Notable names among these contributors include Agathe Dahyot, Tanya X. Short, Valerie Vezina, Jana Sloan van Geest, and Rebecca Cohen-Palacios, suggesting a collaborative spirit rooted in genuine experience. Music was provided by Chad Crouch, known professionally as Podington Bear, from FreeMusicArchive.Org, signaling a conscious choice for accessible, high-quality audio that likely contributed to the game’s warm atmosphere.
Technological Constraints and the Gaming Landscape of 2015
Developed using GameMaker, She Might Think embraced the engine’s capabilities for 2D scrolling and point-and-click mechanics. This choice aligns perfectly with its experimental nature, favoring narrative depth and interaction over graphical fidelity or complex systems. Released on August 10, 2015, exclusively on Windows and distributed via Itch.io as freeware (with a pay-what-you-want option), the game tapped into the burgeoning indie game scene and the growing popularity of game jams as incubators for fresh ideas.
In 2015, the gaming world was still grappling with questions of representation and the diversification of narrative forms. Mainstream titles often adhered to established genres and tropes, leaving ample space for indie developers to push boundaries. She Might Think emerged in this fertile period, offering a refreshing counter-narrative to often one-dimensional portrayals of women in media. Its commitment to showcasing genuine female perspectives, directly informed by real women, was a quiet but significant act of subversion within the industry. The episodic release structure for characters, as noted by Boing Boing, was also an innovative approach for its time, leveraging digital distribution to pace the player’s discovery and comparison process.
Narrative & Thematic Deep Dive
At its heart, She Might Think is an exercise in perspective-taking, a narrative built on the subtle contrasts of internal monologues rather than grand plot twists. Its narrative structure is as elegant as it is effective, delivering a powerful thematic punch through minimalist design.
The Apartment and Its Inhabitants
The game’s setting is Mrs. Boris’ apartment, described as a “visually-rich, sprawling apartment space.” This single location becomes the stage for a compelling psychological drama, albeit one without overt conflict. The player’s journey involves meeting a variety of different girls—originally five, expanding to seven in the final build—each a potential renter touring the space. The brilliant narrative conceit is that the player “takes control of each character and interacting with various items throughout Mrs. Boris’ apartment.” This isn’t merely observing; it’s inhabiting the mind of each woman.
Dialogue and the Unspoken
Traditional dialogue, in the sense of spoken conversations between characters, is absent. Instead, the narrative unfolds through the characters’ thoughts and observations as they interact with the environment. Every item in the apartment, from a bookshelf to a kitchen appliance, elicits a unique internal response from each girl. For example, one might notice the dust on a lamp, another the aesthetic appeal, and a third its practical function. These interactions are the game’s dialogue, revealing character through silent reflection.
Challenging Stereotypes Through Subtlety
The game’s primary theme, explicitly stated by Esquian, is “to show you that every girl is unique, has her own opinions and definitely doesn’t answer to gender stereotypes.” This is not delivered through didactic lectures but through the very fabric of gameplay. By presenting the same apartment to seven different female perspectives, the game gently but firmly dismantles monolithic ideas of “the female gaze” or what “women think.” Each character, lovingly crafted with the input of real women, embodies a distinct personality, a unique history, and a particular set of values that inform her perceptions.
Boing Boing aptly notes that the game is “not so much about the five women as it is about their observations.” This distinction is key: the characters are defined by their subjective experience. This makes the player’s role an active one in constructing an understanding of each character, not just receiving it. The game implicitly asks players to confront their own expectations and biases about how different women should react, only to elegantly demonstrate the boundless diversity within the group. Themes of empathy, individuality, and the multifaceted nature of perception are woven into every click, every observation, making She Might Think a profound and understated commentary on human identity.
Gameplay Mechanics & Systems
She Might Think masterfully employs minimalist mechanics to serve its central thematic purpose, proving that innovation isn’t solely about complexity but often about refined focus.
The Core Loop: Observation and Comparison
At its core, She Might Think is a graphic adventure with a point-and-click interface. The player navigates a 2D scrolling environment (Mrs. Boris’ apartment) from a side-view perspective. The fundamental gameplay loop involves:
1. Character Selection: Choosing one of the seven available girls.
2. Exploration: Moving the selected character through the apartment.
3. Interaction: Using the mouse to “point and select” various items within the environment.
4. Observation: Reading the unique thoughts and opinions generated by the current character’s interaction with the chosen item.
5. Comparison: The player’s implicit task is to observe these varying reactions across different characters, noting their similarities, differences, and how they challenge or confirm personal expectations.
There is no traditional combat, complex puzzle-solving, or inventory management typical of many adventure games. The “puzzles” are intellectual: understanding the characters, discerning their personalities, and reflecting on the nature of perception itself.
Innovative Structure: The Episodic Release
A particularly innovative aspect of She Might Think, especially at the time of its initial release, was its episodic structure. Boing Boing highlights this: “Esquian and Berthouloux have been releasing a different character each day of the week so far: In other words, each day a new file is available starring the latest character, with the other two already available.” This ingenious distribution method transformed the act of character comparison into a “precious resource.” Players had to wait, anticipate, and then eagerly engage with new perspectives, making the accumulation of diverse thoughts a central, evolving mechanic. This phased release deepened the contemplative nature of the game, encouraging players to truly absorb and reflect on each new viewpoint before another was introduced.
UI and Accessibility
The interface is streamlined and intuitive, relying solely on mouse input. This simplicity ensures that the game’s focus remains squarely on its narrative and thematic exploration, removing any barriers to engagement that complex controls might impose. As a single-player, offline experience, it invites a personal, reflective interaction, ideal for its introspective themes.
While some might view the lack of traditional challenge or progression systems as a flaw, for She Might Think, it is a deliberate design choice. The “progression” is in the player’s growing understanding of human diversity and the dismantling of stereotypes. The game’s brevity and directness, born from its game jam origins, allow its core message to shine without distraction, making its minimalist mechanics a strength rather than a limitation.
World-Building, Art & Sound
The seemingly mundane setting of Mrs. Boris’ apartment in She Might Think is elevated into a rich canvas for exploration and character expression through its thoughtful art direction and understated sound design. These elements are not mere backdrops but integral components in conveying the game’s core themes.
The Apartment: A Stage for Inner Worlds
The setting is unequivocally “contemporary,” rooting the game in a relatable, everyday reality. Mrs. Boris’ apartment is described as “visually-rich” and “sprawling,” immediately suggesting a space with depth and detail that invites closer inspection. It’s a domestic environment, filled with common objects that take on new meaning through the eyes of each prospective tenant. This familiar setting creates a universal resonance, allowing players to easily project themselves into the scenario and anticipate potential observations. The mundane becomes profound as it serves as a catalyst for individual thought.
Art Direction: Playful, Distinctive, and Inviting
Ludivine Berthouloux’s (@LuluBTX) art is undoubtedly one of the game’s standout features. Boing Boing highlights her “playful and distinctive character designs,” which are crucial in giving each of the seven girls a unique visual identity that complements their internal monologues. These designs, likely rendered in a vibrant, illustrative 2D style, help differentiate the characters without resorting to overt stereotypes.
The apartment itself is depicted with “bright colors and confident shapes,” creating an atmosphere that feels “busy, warm and inviting.” This visual warmth encourages player engagement and makes the act of exploring and clicking on objects a pleasant experience. The 2D scrolling perspective further reinforces this, allowing for detailed, side-on views of the apartment’s nooks and crannies. The artistic style, therefore, doesn’t just present the world; it actively cultivates an atmosphere conducive to the game’s introspective and empathetic goals. It makes the space feel lived-in and real, thus making the characters’ observations feel more authentic.
Sound Design: The Underscored Atmosphere
The game’s music is credited to Podington Bear (Chad Crouch), sourced from FreeMusicArchive.Org. This choice suggests a preference for ambient, mood-setting tracks that complement the contemplative nature of the gameplay rather than overpowering it. Podington Bear’s body of work is known for its often instrumental, gentle, and atmospheric compositions, which would perfectly underscore the quiet moments of observation and reflection central to She Might Think. The music likely works in harmony with the visuals to create a serene and unobtrusive auditory experience, allowing players to focus on the nuances of each character’s thoughts without distraction. This minimalist approach to sound, like the art, directly contributes to fostering an environment where deep engagement with the game’s core ideas is paramount.
Together, the inviting art, the detailed environment, and the supportive sound design forge a cohesive aesthetic that not only makes She Might Think a pleasure to experience but also effectively amplifies its core message of diverse perspectives within a shared reality.
Reception & Legacy
Despite its innovative premise and clear thematic intent, She Might Think occupies a unique, somewhat elusive space in the annals of video game history. Its reception, while limited in mainstream critical coverage, nonetheless reveals its impact within certain circles and its contribution to the broader discourse on game design.
Critical and Commercial Reception at Launch
By most traditional metrics, She Might Think did not receive widespread critical or commercial attention. MobyGames notes that there were “no critic reviews” and encourages users to “be the first to add a critic review.” Similarly, RAWG indicates “Not rated yet” with “No reviews.” This lack of formal critical analysis is common for game jam titles and small, experimental indie projects, which often exist outside the traditional review pipelines. MobyGames also lists “Collected By 1 players,” which is almost certainly an underrepresentation given its presence on Itch.io.
However, the game did garner positive attention from outlets like Boing Boing, which described it as a “lovely, innovative experiment about perception” and a “wonderful creative experiment on several levels.” This review, published shortly after its release, highlighted the game’s unique episodic structure and its success in challenging gender stereotypes. On Itch.io, where it was primarily distributed as freeware (pay-what-you-want), it achieved a respectable user rating of 4.1 out of 5 stars from 18 total ratings. This suggests that the players who did engage with it largely appreciated its distinctive approach. Its business model as freeware also meant that commercial success was not its primary goal; rather, it aimed for reach and engagement with its central message.
Evolution of Reputation and Influence
She Might Think‘s reputation has evolved quietly, primarily within indie game communities and among those interested in games as a medium for social commentary and empathetic storytelling. It hasn’t achieved the widespread recognition of larger indie hits, nor has it been extensively dissected in academic circles. However, its explicit goal of demonstrating individuality and challenging gender stereotypes places it within an important lineage of games that use interactive narrative to explore identity and social issues.
While there might not be direct “influence” in the sense of countless games copying its exact mechanics, She Might Think is a significant example of how games can:
1. Utilize minimalist mechanics for profound thematic depth: Its reliance on simple point-and-click interaction to explore complex ideas served as a powerful reminder of games’ expressive potential.
2. Challenge representation through gameplay: By making the comparison of diverse female perspectives the central “mechanic,” it actively engaged players in dismantling stereotypes rather than merely observing them.
3. Harness the power of game jams for innovation: It showcased how short-form development cycles can yield highly original and meaningful experiences.
4. Validate personal experience in game creation: The direct involvement of “real women and friends” in shaping character opinions underscored a growing trend in indie development to draw from authentic, lived experiences.
In the years since its release, the video game industry has seen a greater push for diversity and representation, both in characters and creators. She Might Think stands as an early, thoughtful contribution to this movement, quietly advocating for a more nuanced understanding of human experience. It remains a valuable case study for designers looking to convey powerful messages with elegant simplicity.
Conclusion
She Might Think is more than just a game; it is an intimate meditation on human perception and the beautiful complexity of individuality. Born from the vibrant crucible of a game jam, Marion Esquian and Ludivine Berthouloux crafted a point-and-click adventure that, despite its humble origins and lack of widespread critical fanfare, delivers an exceptionally profound message.
Through the simple yet ingenious mechanic of inhabiting the minds of seven different women as they tour the same apartment, the game actively engages players in dismantling preconceived notions and gender stereotypes. The “playful and distinctive” art, the “bright colors and confident shapes” of Mrs. Boris’ apartment, and the understated atmospheric music all conspire to create an inviting stage for this psychological exploration. There is no traditional conflict, no score to chase, only the quiet, revelatory act of comparing perspectives and recognizing the boundless uniqueness of each individual.
In an industry often preoccupied with scale and spectacle, She Might Think reminds us that the most impactful experiences can sometimes come from the most focused and introspective designs. It is a quiet triumph, a testament to the power of games to foster empathy and challenge the very frameworks through which we understand the world. While perhaps not a household name, She Might Think‘s contribution to experimental narrative and its unwavering commitment to its thematic core secure its place as a small but undeniably significant entry in the history of video games, a perpetual invitation to truly think about what others might.