Depression Quest

by Zoe Quinn, Patrick Lindsey, and Isaac Schankler

2013

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5 star:
(13)
4 star:
(23)
3 star:
(12)
2 star:
(5)
1 star:
(6)
Average Rating:
Number of Ratings: 59
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- Wade Clarke (Sydney, Australia), March 24, 2014

- verityvirtue (London), March 21, 2014

- zoequinn, March 11, 2014

- Doug Orleans (Somerville, MA, USA), March 9, 2014

- Molly (USA), February 25, 2014

- Sdn (UK), February 15, 2014

Paste

It isn’t fun in any sense of the word, but it needs to be played. It does not allow you to escape reality, but instead forces you to accept it, and come up with a new understanding of yourself and the people around you.

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3 of 3 people found the following review helpful:
A Twine that does it right, January 10, 2014
by Chad Comeau (Canada)

Although I felt kind of down after playing (which means the game was effective, I guess!), I really liked how the choices show you what that person was considering in each situation. The game is well-written and detailed. It's a little long, but juuuust as I was wondering when it would end, it ended.

They avoided mentioning protagonist's gender, but not the partner's, which was a little weird. But that's not really a big issue. I'm nitpicking.

I had written an article about mental health in games, and Depression Quest is the perfect example of doing it right: using video games' interactivity and representational power to help people better understand mental health! I hope we'll start to see more games like DQ. (http://www.fringfrangblog.com/2013/08/mental-health-in-videogames.html)

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- E.K., December 12, 2013

5 of 5 people found the following review helpful:
Very moving, meaningful, December 5, 2013
by streever (America)

With the recent outpouring of CYOA style games focused on depression, apathy, and other behavioral issues, I have to say, I was a bit hesitant about this one.

I shouldn't have been; this game nails it.

It reminds me of Emily Short's Bee in the way it presents indicators of how your character is doing. The writing isn't as good as Bee, but works; there is no 'bad' writing in this game.

This game presents a nuanced and accurate picture of depression, while using really solid plotting to move the story along through inter-connected vignettes. This game would be good for anyone to play--depression probably affects you or someone you know--and especially a good game for anyone seeking to make a game about depression.

The authors don't force the emotional qualities. They present them to you as matters of fact, which feels natural and lends to the progression.

I have on bit of constructive advice, however, to these developers and all others who build a twine/hypertext game. Text formatting matters.

I did gloss over some sentences/paragraphs here, because they spread across my screen, forming 20 word lines. I really think that if you're going to make a hypertext game, you should review classics like Bee and see the attention paid to the text. Make the type 14 pt or so, and restrict the width of the container so you aren't ever looking at a long row of soldiers.

I really enjoyed this game. I think text formatting would make it infinitely easier to read & enjoy.

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