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Now, in most narratives, the reason for the character's circumstance is important. However, in dealing with depression, as the person with it, there is no cause for it, you are just depressed. The protagonist of this game directly expresses that in the narrative. As for the writing. This is a valid concern of quality. And as a writer, I personally find that the emotional, difficult topics are the most inspiring and easy to write on. But also consider that certain circumstances and choices do change the way the game plays out, making the story of each playthrough unique in various ways, and writing up that much content is a lot of work. On top of large amounts of content, throw in the fact that the author has been getting a lot of hate for creating a this game, and the stress can help to make things more difficult. So, in my mind, the pieces here and there that could be grammatically improved are understandable as typos. And I never ran through a scenario where any typos or errors had me confused as to what was going on. Another thing to note, is that, when you are more depressed, which the game does track, and notify you of, you have less options available, which is reflective on the fact that people in deeper depression have less motivation and capability to get themselves to do things, and therefore, many options are - in this case, literally - crossed out. Further, the choices you make change your level of depression from one scenario to the next, which would mean that your options affect further choices you make, and how many options you have in further scenarios. And yes, the concepts of why depression occurs in people, and how it can be prevented/treated/managed is very important. But that is not the purpose of the game, the purpose of the game is to increase awareness and understanding of the issue, and the people who have experienced it. In this way, people are more inclined to want to know why it happens or how we can help. But awareness and understanding is always the first step of any issue, be it political, environmental, biological, ecological, economical, or psychological, and this game merely is meant to help make that first step happen.
Thank you for your time,
Cameron Toveryn
Opinions can be wrong, you know.
Fans of this game seem to be mostly angry people... Jesus Christ.
I agree with you, I want to see games that try to do something different as well, I think a real psychonaut type game would be awesome. For me, this is also about representation of depression in media, and it's a political issue just like representation of anything in media becomes. Personally I'm not concerned with games as a 'cure' or a 'tool'.. people saying "oh this can be a great TOOL" makes me want to gag. I dont like how mental illness in games always end up becoming 'tools' or help hotlines ("thank god I found this game when I did or else..."), and how mental illness plots in TV shows always end up being the "morality play / raise awareness" episode that seems like they just took a break from the show (sometimes even having the "this is a "special" episode frame at the beginning). Why cant this extremely common human experience find its way into media without being tokenistic? is it not interesting enough on its own to be used in games and films and explored for the sake of the stories rather than becoming a special broadcast telathon? Honestly this is one of the things I loved about Robin Williams so much, his struggle showed through in all of his work, and yet the work stood on its own, and we celebrate him for it, for being a great actor/entertainer, and not just for being the best posterboy in the 'depressed actor / comedian subcategory', his story didnt end up as a lesson for how you should deal with it or find solution.. but that doesnt mean the way he expressed his struggle through the work didnt have a positive impact for how we look at those issues in society. 'well I don't see any way out of this messed up state, but there is all of this comedy I found hidden in it'... the good that comes from creative expression doesnt always require you to have a moral, reason or solution in mind before you start.. and the things that end up doing the most good for 'awareness' or representation are often stories/games that were only trying to be good stories/games
this is not meant to knock the maker of the game, its an amazing achievement to get this kind of thing released on steam, but I want to challenge them to go further and push at the invisible constraints of the 'depression story' trope, and put the game before the message, in order to possibly arrive at an even better message in the end
I think more could be accomplished, as far as a story, if it were presented that way. However, the intention comes across pretty clearly that the focus was intended to be on embedding you into the experience. With that limitation, you've got a very difficult to nearly impossible task in trying to be as open to the biggest audience possible on a shoe-string budget.
Perhaps, with more time and resources, another type of story could be told; rather than directly experienced. I can't imagine how the gameplay would work, but it would be interesting.
I agree with you man except ive never talked about it to anyone, just feels to awkward. I mean no one even knows im depressed
May I ask what sense it makes, critisizing a game, when your critisizms have nothing to do with the original game's goals? Also, I apologize if I came acrossed as angry, but, I was hoping to, in a longer, more thoughtful post, spark discussion and yet more thoughtful posts, rather than having this page be a total, pointless flame war.
It's perfectly fine that you want to do more with the topic in games. I personally find games a great medium for any topic where we want a person to feel involved and provoke thought. Of course, with a larger budget than the author had, and perhaps a fair bit more time, something more could be done. With that said, how, specifically would you implement this topic as the focus of a larger scale game? What would be the experiences you want players to get out of it? What stuctures and mechanics would re-inforce this target experience, do you think?
Play "To The Moon", immediately. One of the characters in it has a mental disorder. It's not depression, but the portrayal of the character and her disorder is absolutely the single best I have ever seen in any game, by FAR.
The best part? She's not the main character.
It does EXACTLY what you say should be done about the representation of mental illnesses in media.
tangent...I think it would be cool to make an 'escape the room' game from the pov of a depressed shut-in where you gradually learn more about them as you go or something. the whole experience can sure feel like a never-ending escape the room game sometimes...