Depression Quest Play

1. What is your reaction to the text you just read or reviewed.

After playing Depression Quest for a good minute, my reaction is this game is very relatable. As somebody who has depression and honestly a very similar way of thinking as the game is written, Zoe's writing has done exactly what she warned. In the beginning she wrote that the goal was to make the player feel less alone and valid, realizing that they are not the only person who has these types of thoughts or reactions.
The game is exactly what Zoe said and I enjoy how the obvious and 'right' options to every solution are there, but crossed out and unavailable, as that is not what you would do with depression like you have in this game.

2. What connections did you make with the story that you read, discuss the elements of the work in which you were able to connect.

I relate a lot to the way the character feels and dissects what the people they interact with say. Even with the girlfriend Alex and how she's trying to comfort you and be honest, your character can't help but linger on the small hints and slips that can make you're worries feel more real.
I connect with how hard every day seems. The game starts every now and then with a new day and how dreadful your character feels about getting through it. These are all very common but unnoticed signs of depression that impact your entire day. I also feel as though these are signs that go unnoticed, that become so regular and apart of your daily routine that they don't seem abnormal or like red flags. However when I see them pop up for my character, I worry about her sake.

3. What changes would you make to adapt this story to another medium, what medium would you use, what changes would you make.

I think this story would be a good video game. As a video game, you could also make it more personalized. You could choose your job, make your character more like yourself, thus making the game even more cripplingly relatable.

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