“I distinctly remember situations in elementary school," she said, "where I would be surrounded by friends who were laughing about horses and tamagotchis and Rose Art, and I would have moments where I would get pried out of my body. I went through the motions of smiling and talking but I didn't feel like I was actually there. Like I was lost somewhere in the wrong place, although where the ‘right place’ was supposed to be was unclear. It was strange and confusing. I assumed it was normal and never told anyone.”
Oh. Is that what that was? I thought my depression just happened to start one day in high school, but maybe it was always kind of there. Thanks for giving me a new perspective on my life, Jennifer.
@nme said:
As empathy-inducing games go, I felt ambivalent about Depression Quest. Parts of it hit very close to home, while others felt like a charicature of a depressed person. I suppose that makes sense from both a story telling perspective and a design constraint, but it took me out of the experience a bit.
So, uh. The thing is, there's pretty much nothing that happens in Depression Quest that wouldn't be completely ordinary in the life of a depressed person. You might've felt like some parts were overplayed or excessive or unrealistic, but I promise that they were crushingly true-to-life all the same, and real depression can honestly be just as overplayed and excessive and unrealistic. Mental illness doesn't make a habit of being reasonable.
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