Depression Quest was an excellent example of digital technology being used to spread awareness about a particular issue while destigmatizing it. Being an interactive game, Depression Quest is able to captivate its players more than a mere article. Moreover, this interactive format allows the players to identify with the depressed person and experience life through the eyes of someone suffering with this disease. In this way, I thought Depression Quest was remarkable in that it builds understanding of depression by obliging the players to make everyday decisions within the constraints of a clinically depressed mind. This experience really helps the players to understand the torment that comes everyday living with this disease.
On a more technical level, the use of Twine to create Depression Quest aided my understanding of just how versatile the format is. The story was very well crafted and included many layers but still operated based upon the choice paradigm that we experimented with in class. I found this inspiring, because Depression Quest shows how empowering and expedient a simple digital tool can become when used effectively.
I am sure most of my peers will echo that they tried to choose the healthiest choices possible throughout the game, hopefully leading to the most auspicious outcome. I thought this was another important aspect of Depression Quest. The game does not truly have an ending, merely outcomes that indicate what the protagonist’s future may be. This is important in order to understand the impossibility of ridding oneself definitively of depression, which the developers stress in the epilogue.
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I too was struck by the innovative way in which Twine was used in “Depression Quest.” Seeing this idea applied more seriously than expected opened my eyes to the possibilities of this platform.
Another thing that stuck with me most about completing the quest was the fact that while these types of interactive games let you choose from a variety of options to go forth from, Depression Quest would sometimes show you options but have some of them be crossed out. This manner of directed choice helped further relay what one’s experience with depression can look like. Through manipulating the way that Twine can be used in such a way, the creator was able to make what depression is like for people more realized.
Over the weekend, I was able to explore some other Twine narratives and saw how creative they could get with regards to design. One of them almost felt more like a stop-motion picture, while another had only words. I hope that at some point I too will be able to create a Twine narrative that is design-wise at the same level as those that I have seen online.