Silent Killer: Mental Illness and Videogames as Therapy
Minutes after game developer Zoe Quinn got approval that her game Depression Quest was ready to launch on Steam, news of the death of Robin Williams by apparent suicide started spreading on social media. Therein lied a problem: Was the release too timely? Should she hold off? She took to her blog to explain why she ultimately decided to launch the game. It came down to the fact that people felt it was important despite the circumstances.
“Depression Quest has always been an attempt to make a tool to help people understand depression and reach out to others living with the reality of this disease,” Quinn said. “After agonizing over it and asking the general public, they’ve overwhelmingly responded with pleas to release it. Especially among depression sufferers.”
Beyond being just a game, Depression Quest, according to Quinn, is an experience for people to understand depression as an illness. It incorporates choices that demonstrate the indecision and the hopelessness, forging a realism that is eye opening for those who have never suffered from depression and creating a sense of belonging for those who have. For those who want to escape from reality in order to not face their depression, it’s a twist that tries to help people.
And it’s not the only one. Developers are putting down their experiences with mental illness, attempting to bring players into their world and to show others what it is like. In a way, games such as Depression Quest, Actual Sunlight and many others are bringing a form of therapy to players.
Matt Gilgenbach, developer of Neverending Nightmares, was one of these people. He created the game to explore his Obsessive Compulsive Disorder, which he says he suffered with in silence for 10 years. Having kept it inside for years, he decided to create a game that could not only get his thoughts out in the open, but could show other people what it is like to struggle with the illness.
“I’m trying to illustrate what it’s like dealing with mental illness, so it has a really dark and oppressive atmosphere and I’ve actually been able to incorporate elements of things that have sort of haunted me due to mental illness into the actual game,” he said. These aspects include intrusive thoughts that work in the game similarly to how they do in real life, the horror bits adding well to a game about being in a home without a sense of escape. For him, it became more than just an experience of creating a game.
“I didn’t realize until I started that it’s really a great medium for communicating an experience because I could really design the game around certain emotions… that are things I struggle with because of mental illness. It’s been a great medium for me to express something I’ve struggled to express for a long time.”
Simon Karlsson, the developer of recently-Kickstarted game A Song for Viggo, said that part of the reason he worked on the game, which is about a family dealing with the loss of a child, is because of his own struggles with depression and a need to cement games in “everyday life.”