Developed and written by Zoe Quinn utilizing the Twine Engine, Depression Quest is a choose your own adventure interactive fiction
that explores the themes and experiences of living with depression.
is this just a stock logo
“Depression Quest is a game that deals with
living with depression in a very literal way.”
“The goal of this game is twofold: firstly, we want to
illustrate as clearly as possible what depression is like, so that it may be
better understood by people without depression.”
“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.”
“After all, that's all we can really do with depression -
just keep moving forward. And at the end of the day it's our outlook, and
support from people just like you, that makes all the difference in the world.”
—
To me, one of the most fantastic things about video games is
the active role of the audience; the experience presented is interactive and
(hopefully) engaging. Games have been able to mold and explore all kinds of
themes and messages both lighthearted and grim. Depression is certainly more on
the grimmer side, but it’s such a fragile and personal experience; how can one
even begin to explore it? —It’s like trying to explain what chocolate tastes
like to someone who has never tasted chocolate before. Although Depression
Quest holds good intentions in acting as a tool for someone to begin to
understand depression, the game’s limited narrative presentation and lazy
execution fails to uphold its goals of exploration and understanding of
depression.
So here’s the premise of Depression Quest: you’re a male in
his twenties working a dead-end job while juggling relationships with family members,
a girlfriend, all while trying to stay motivated to continue functioning. As
with most choose your own adventure games, Depression Quest offers you a prompt
with options on how to act. There is musical accompaniment that is mostly a
looping track with subtle changes in tone when the story takes place in
differing areas and paths. And that’s about all you can say about gameplay,
which is fine—by no means is complexity a singular ingredient for success. So
what about the narrative and the depth of the choices available?
which one is the paragon branch
The choices in the scenarios are all black and white and
carry no weight to them. Every time I was given a prompt, I knew what the
“good” and “bad” options were. Now, I’ve never been clinically diagnosed with
depression, but I think it would seem patronizing to any with depression to
give a “right” and “wrong” response to everything so blatantly. The focus on
actions rather than what prevents you from taking other, more positive actions
(you can’t do that because you’re too
depressed) is a hugely wasted opportunity to actually explore the intricate
emotions associated with depression other than simple lack of motivation or
stress. With a condition like depression, there are rarely any clearly defined
paths to take and trying to present depression to people who have never
experienced depression before in such a manner feels like a huge injustice. The
choices in the game are boiled down so much—“Do you want to go to therapy?” the
game will ask you; “Yes” or “No”? It’s a no brainer; there’s no point in
thinking about the actions you take. Depression can be a chronic, lingering
lull and to reduce it to such a small frame of reference is hardly effective in
representing depression to others.
That isn’t to say the game isn’t noble in its intention. You
have to remember: this game is meant as a tool for understanding and, despite
its simplification and superficial outlook on depression, it is exactly that.
Depression Quest gives a window into the world of depression forged by the
developer but that window is small and murky. But Depression Quest is still an
outreach; it’s an extended hand to show people with a similar case that they
aren’t alone, and that is cause for applause.
I can’t shake off the feeling of disconnect between myself
and “You.” I was thrust into the shoes of the protagonist “You,” but I didn’t
feel like I could really empathize with “You” as a player. There was just such
a disjoint knowing that “You” wasn’t me. It felt like the narrative was
imposing a character onto me rather than me placing myself into the story, but
in a forceful and unnatural way. The game was telling me how I should feel and
that disconcerting notion simply did not resonate in my understanding of
depression.
You know, in retrospect, maybe that’s what the game was
going for all along: the seeming image of control and knowing what’s good for
you, but having the simple inability to act on them because of unexplainable
reasons. There isn’t a why or how, there’ just a you-just-can’t mentality
associated and ingrained with depression. Perhaps this is what Depression Quest
was trying to depict, but maybe I’m reading between the lines a little too
much.
you can click to enlarge photos
To understand the abstract, it is often helpful to create a
simplified model. Unless you have experienced depression first hand, there may
never be an adequate recreation of the emotional and physical experiences
associated with depression. Depression Quest tries to simplify depression with
good intentions of deconstructing depression for better understanding, but instead
it may have gone too far in its demolition.
There are a lot of reviews and critiques out there bashing
the game for various reasons- it’s too
short; I have depression and this game didn’t help me; the game misrepresents
depression; I can’t get into the story—I can’t help but feel that these
people have missed the point of what Depression Quest is really all about. The
game is the amalgamation of the experiences of the developer and several other
people; it’s like a case study. Depression Quest isn’t supposed to be a voice
for people with depression. The game isn’t going to be representative for all
cases, but it’s one of the small keys to unlocking an image and understanding
of what really goes on with depression.
I’m all about taking anything from a bad experience so I’m
just going to finish with this suggestion: Depression Quest, like depression,
isn’t something you have to experience alone. Tell some friends about it and go
through it and maybe talk about the game’s merits or demerits. It could be the
worst game you’ve ever played, but maybe you can find something worth a pat on
the back.
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