In this critical play analysis, I will focus on Depression Quest, an interactive fiction game released in 2013, created by Zoë Quinn, with writing by Patrick Lindsey and music by Isaac Schankler. This narrative-driven game is designed for young adults and older individuals interested in exploring the lived experience of depression. It is especially relevant for educators, mental health practitioners, or anyone personally affected by the condition. The game is available for PC, Mac, and Linux via web browser, or through Steam.
From a technical perspective, Depression Quest relies on simple mechanics. The player navigates a text-based narrative from the perspective of the main character, with hyperlinked phrases offering additional context and background. As shown in Figure 1, clicking on highlighted terms such as “named Alex,” “social circle,” or “day job” expands the story with specific details about the protagonist’s life.
The game’s pacing is deliberately slow and uneventful, with minimal action. Each new screen presents a passage describing part of the protagonist’s day, followed by either a “Next” button or a limited set of choices. These choices lead to the next segment of the story. This repetitive and constrained dynamic mirrors the daily experience of someone with depression—monotonous, hopeless, and lacking in motivation. Figure 2 illustrates this design choice: certain options are visibly crossed out, limiting the player’s actions and reinforcing the feeling of helplessness. Additionally, recurring notifications such as “You are deeply depressed,” “You are not currently seeing a therapist,” and “You are not currently taking medication” act as reminders of the character’s condition and help players empathize with their struggle.
From a feminist perspective, the game’s aesthetics of Narration, Sensation, and Expression are noteworthy. The narration is deliberately gender-neutral; the character’s gender is never explicitly stated. This allows players of any gender to project themselves onto the character and engage more personally with the story. In terms of sensation, the game powerfully conveys what it feels like to live with depression. The condition is universal and indiscriminate. It affects an estimated 280 million people globally, including approximately 4% of men and 6% of women making the emotional tone of the game widely relatable1
Finally, the aesthetic of Expression is central to Depression Quest’s impact. The game’s ultimate purpose is to raise awareness about depression, a serious and often misunderstood mental health issue. This contrasts with dismissive attitudes, such as one expressed by the protagonist’s mother in the game: “An attitude like that won’t get you anywhere. You need to work harder at getting what you want instead of sitting around feeling sad about it.” The game challenges these harmful narratives, portraying depression not as a matter of willpower but as a real and debilitating condition. Having had a close relative who lived with depression for many years, I believe that awareness is the most powerful tool in combating this mental illness. Depression Quest contributes meaningfully to this cause by fostering empathy and understanding through interactive storytelling.
References
- World Health Organization. (2023, March 31). Depressive disorder (depression). https://www.who.int/news-room/fact-sheets/detail/depression