(Hello, LJ/DW. I don't know if anyone's actually still here, but sometimes I need a place to write things that are a bit more long and thoughtful than any of the... less ghost-town-like platforms that I'm on allow. And so here I am.)
Depression Quest is a multiple-choice work of interactive fiction (written in Twine, for those of you for whom that means something) that tries to accurately portray the experience of having clinical depression. Don't let the somewhat flippant-sounding title fool you; it is in fact quite serious. The game goes through a series of vignettes in the life of a twenty-something depression sufferer, allowing the player to make various choices in an attempt to drag themselves out of the pit of horrible gloom and become (hopefully) a functional human being. However, often the "best" choice is struck out and, though the player can see it, they cannot actually select it; depending on the character's level of depression, other decent-to-good choices may be struck out as well, and the player may be left with only bad or unhelpful options.
According to the authors, the two goals of the game are as follows:
"[F]irstly, we want to illustrate as clearly as possible what depression is like, so that it may be better understood by people without depression. Hopefully this can be something to spread awareness and fight against the social stigma and misunderstandings that depression sufferers face. Secondly, our hope is that in presenting as real a simulation of depression as possible, other sufferers will come to know that they aren't alone, and hopefully derive some measure of comfort from that."
( So, how well does it accomplish these goals? )
Depression Quest is a multiple-choice work of interactive fiction (written in Twine, for those of you for whom that means something) that tries to accurately portray the experience of having clinical depression. Don't let the somewhat flippant-sounding title fool you; it is in fact quite serious. The game goes through a series of vignettes in the life of a twenty-something depression sufferer, allowing the player to make various choices in an attempt to drag themselves out of the pit of horrible gloom and become (hopefully) a functional human being. However, often the "best" choice is struck out and, though the player can see it, they cannot actually select it; depending on the character's level of depression, other decent-to-good choices may be struck out as well, and the player may be left with only bad or unhelpful options.
According to the authors, the two goals of the game are as follows:
"[F]irstly, we want to illustrate as clearly as possible what depression is like, so that it may be better understood by people without depression. Hopefully this can be something to spread awareness and fight against the social stigma and misunderstandings that depression sufferers face. Secondly, our hope is that in presenting as real a simulation of depression as possible, other sufferers will come to know that they aren't alone, and hopefully derive some measure of comfort from that."
( So, how well does it accomplish these goals? )
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