Depression Quest
"Its emotional character, the feeling Gompert describes It as, is probably mostly indescribable except as a sort of double bind in which any/all of the alternatives we associate with human agency — sitting or standing, doing or resting, speaking or keeping silent, living or dying — are not just unpleasant but literally horrible." David Foster Wallace. I chose this picture because David Wallace's quote accurately describes how everyday events, typically associated with human agency, can become distressing and complicated when dealing with depression. We see examples of the lack of emotional agency throughout the story. Depression Quest showcases the feelings of limited agency that people suffering from depression experience. Through its limitation of choices, we get an authentic depiction of how everyday decisions become more and more difficult for the main character. Like the "double bind" Wallace mentions, the interactive game demonstrates various situations where none of the options are positive and presents scenarios where guilt and anxiety heavily influence the main character's decision-making. Depression Quest provides an accurate and compassionate understanding of depression by immersing players in the emotional battles people with depression have to face. In conclusion, "Depression Quest" can act as a basis for learning and sympathizing with depression, stimulating discussions about mental health, and even motivating people to get the therapy or support they may need.