You are the protagonist of an unfinished 1st person fantasy game, trapped in 'development hell'. The designers (played by James Urbaniak, Ashly Burch, and Karen Dyer) are god-like, but so indecisive that they've given you no powers whatsoever. With the help of a mysterious disembodied voice (Stephen Russell) you must seize the tools of game development from these "gods" in order to explore and master the world, uncovering more of the darkly comic story as you go. Rather than traditional puzzles with a single solution, the incomplete state of each environment is a question that you answer in your own way. By trapping the designers' creations, stealing their behaviors, and re-mixing them to your own purposes - you will either ship the game from the inside ... or cancel it.
After many years of making games, we realized that the painful struggle which accompanies any creative endeavor was a rich field for humorous examination. The paralysis, indecision, and false starts that we have personally experienced and been guilty of seemed ripe for some (not so) gentle ribbing. In addition, we felt it was a fantastic arena to allow players to express themselves using a more friendly version of the tools that we were so familiar with as designers.
Ultimately, we wanted to explore the relationship between game creators , their audience, and the games themselves, while giving the player a fun opportunity to learn a little of the language of design and build solutions to problems that are uniquely their own.
Question is made up of Stephen Alexander, Kain Shin, and Jordan Thomas. Stephen and Jordan collaborated closely at Irrational Games throughout BioShock and BioShock Infinite’s development. After Bioshock, Jordan led Bioshock 2 – and then returned to Boston for BioShock Infinite. When the latter project shipped in 2013, they decided to make games together. Not too long after they were joined by Kain, a gameplay specialist best known for architecting Dishonored's AI core.
They draw on a long history with strong central narratives & diverse-player enabling systems and are attempting to create new experiences in that vein, but on a smaller scale.