"Hmmm, seems terrible to me to make light of depression by creating it into a game. Unless it can be used as a learning tool to counselors and psychologists learning how to treat depression. I don't think it should be something that the wider public should "play."
It's not made light of. It's not meant to be amusing.
I think the real point of it, actually, is to show people what depression is like when they have no fucking clue.
And there are a lot of people who have no fucking clue when it comes to depression. My mother is one of them - I think she just views it as being 'a bit sad' or self-pitying and can therefore not understand why people don't just shake it off. When someone we know tried to kill himself by setting fire to the family home, she just remarked, "well, that was very selfish of him. depression is very selfish." and it's like...the point. you missed it. he didn't do that because he was being thoughtless or selfish deliberately. he did it because he was desperate and not thinking clearly and it was a way out.
Similar to the kind of people who say, why don't you just cheer up, use positive thinking? Well. Because.
You fucking can't. .
Which is the single thing, really, that Depression Quest represents as a concept very effectively through a simple mechanic.
It gives you a set of options and choices (that we're probably familiar with doing in games) that will then have consequences. The obvious options that are 'a good idea' and will 'make your life better' are generally crossed out, they are not available to you. I think putting someone in that position who has some of the ideas, misunderstandings and preconceptions as my mother may cause them to rethink them.
It's very bleak and very grey. You can mitigate it (there are levels of severity) through therapy and drugs but you can't ''win the game', so you can argue perhaps the absence of a happy ending is in some way irresponsible and could cause hopelessness. But again, I don't think the idea is for people with depression to play it and it depress them further, I think it's to show someone what depression is like as a lived experience and to encourage them to empathise and to hopefully address some stigma and misconceptions. (to basically reinforce the fairly basic but sadly often overlooked idea that people with depression need help, not condemnation).
In that sense, I think it's absolutely something the wider public should play.
So it, along with Allie Brosh's Adventures in Depression part 1 and (especially) part 2, have tended to be things I've linked to people who say things like "why can't they just cheer up and be positive?" Because it gives a real insight into what it's actually like, a human perspective on it. Which I think is important, and something almost entirely missing from just reading around more dry medical literature on the subject if someone wanted to understand. For example, if they've never suffered from it but have a loved one who does, and can't understand the change in behaviour or why the things they used to love no longer bring them joy. (I actually think she completely nails it in part 2, with her toy analogy).
http://hyperboleandahalf.blogspot.ca/2011/10/adventures-in-depression.htmlhttp://hyperboleandahalf.blogspot.ca/2013/05/depression-part-two.html(For the record, I don't think a comic automatically means making light of it, either. Though these ones genuinely are very amusing in parts, it's more in the mould of "laughing at my own demons").
The "game" isn't controversial in the slightest, other than whether or not it can actually be called a game similar to Dear Esther and other such things that straddle the fence between gaming and interactive media.
Yes. Whether it can be called a game or not seems to be a serious issue for some people. Gaming
is interactive media. What is the benefit of the distinction, here? And what does that say about what games have to be, to be called games?
(and I'd also ask, if we do want to put forward a limited definition of what a game should constitute, are there any creative implications to this in the gaming industry by doing so?)