As I mentioned in my previous post, Depression is a disorder that has a lot of metaphors attached to it, but not a lot of cultural understanding. Interestingly, computer games are becoming a useful tool for promoting awareness and empathy for clinical depression. I previously discussed Fixation, a puzzle game with a story built around it; Another game I’ve found striking is Every Day The Same Dream.
(this discussion contains spoilers, click the link above if you want to play first.)
This game could best be described as minimalist. The graphics are simple (but beautiful) and there are only three controls: forward, backward, and action. The limited scope works wonderfully, since it revolves around a suicidal man desperately trying to change his life, who has no idea how to do so. There are only a few screens in this game: home, elevator, traffic, and work, with a few others that have to be discovered. The challenge of the game, since there are so few controls, is to discover what it is you can do differently. There are only a handful of changes that can be made, and one of them entails jumping off the roof of your work building. If you discover all of the changes, you get a closing scene where you catch someone who looks a lot like you also jumping to his death.
This is controversial, and like Fixation, I would not recommend this game to someone looking for an uplift, but I’m enthusiastic about it myself. The reason for this is the interpretability of this game. It’s non-linear, and the changes can be discovered in any order. This leaves it open for discussion, and creates individual narratives for the player. From my play-through, I took away that this man is struggling and feels alone, and doesn’t realize that someone he sees every day is going through the same thing. In this way, the game makes a powerful argument for the necessity of a more open acknowledgment of depression and suicidal ideation. It wonderfully captures the feeling of isolation and helplessness for someone facing these issues, and addresses the possible result in an emotionally complex manner.
There are a lot of things I could say about this game, but I would prefer if people played it came to their own conclusions. I would love to see a discussion about it below, and will leave this question for anyone who wants to answer it:
Does the shock value of this game (incorporation of suicide) help or hinder dialogues about depression?