My name is Nicholas Fisher, and I love games of all flavors: videogames, board games, sports, and life itself.
Now, you might be asking yourself, "is life a game?". Well, if you ask someone to define the concept of a video game, they might say something like "An experiential and interactive sequence of events.", or at least, that's what I would say. Some might find that definition too narrow, but some games, like Dear Esther and Gone Home, are only just barely covered by it. In Dear Esther, you can do nothing input-wise but move your character forward at walking pace and look around. Some don't even consider it a game, but then, I don't know what else they might call it.
So, if you're willing to buy into my definition of what a game is and we can agree that life is a game, then I can tell you why making and playing them is so interesting to me; simply put, I believe that games are capable of delivering a punch line better than any other form of media. If you're clever about it, there's no better way to communicate a message than experientially, because that's how we live.
Rage Quest is my first serious attempt at making a commercial game, and I have a punch line in mind for its ending. I hope it works out.