Target Audience, Game, Creator, and Platform
Depression Quest is an interactive fiction game created by Zoë Quinn, available online and on platforms like itch.io and Steam. The target audience is broad—anyone willing to step into the world of someone living with depression—but it’s especially powerful for those interested in empathy, mental health, and alternative narratives in gaming.
Central Argument
To play Depression Quest as a feminist means to engage with it as more than just a story about mental illness—it’s about resisting a gaming culture that often ignores or sidelines vulnerable experiences, especially those tied to gender, mental health, and other marginalized identities. The game’s core strength is how it breaks away from the typical “power fantasy” of games, instead inviting players to sit with discomfort and complexity.
Analysis & Ethics
What truly sets Depression Quest apart from other mental health games (Celeste, Gris) is its bold decision to limit player agency. For me, the moments that cut deepest were when I saw options greyed out—choices I wanted to make, but simply couldn’t. It’s an honest representation of how, for people living with mental illness, the “right” path can feel inaccessible or impossible. Sometimes, this frustrated me in ways that felt uncomfortably real.
As someone who has struggled with my own mental health, especially dealing with schizophrenia, parts of this game felt achingly familiar. The sensation of being stuck in your head, unable to just “snap out of it” or make choices that seem obvious to others, mirrors some of my own toughest days. Even though Depression Quest focuses specifically on depression, I saw echoes of my own experiences—how isolating it feels, how people’s well-meaning advice can miss the mark, and how agency can seem like a luxury.
But while the game’s rawness is its strength, it sometimes stumbles. The protagonist’s journey can feel a bit generic and doesn’t always reflect the diversity of mental health struggles. As someone who lives with schizophrenia, I know there’s no single “mental illness narrative.” The game might be even more powerful if it offered glimpses into different backgrounds and diagnoses—how depression, anxiety, or psychosis interact, and how cultural or social differences shape those experiences.
Suggestions for Improvement
For Depression Quest to live up to a truly feminist, intersectional vision, it could incorporate branching paths or vignettes for different identities and struggles, specifically including those rarely depicted in games, like schizophrenia. Just a few narrative choices or lines that reflect that complexity would be huge, not just for representation, but for helping players understand the full spectrum of what it means to live with mental illness.
Ethics & Personal Reflection
I respect that Depression Quest refuses to “gamify” recovery. It doesn’t offer a perfect ending or treat mental health like a problem to be solved in five easy steps. That felt authentic to me. My own experience with schizophrenia is messy, ongoing, and never as simple as a progress bar filling up. The game’s insistence that “sometimes, trying your best doesn’t fix everything” really resonated. Learning more about the game’s creator, Zoë Quinn, and the harassment they faced for making Depression Quest especially struck me. Quinn wasn’t just talking about depression—they were also pushing back against narrow ideas of who gets to make games, whose stories matter, and what “strength” looks like in this medium. The backlash highlighted how difficult it can be to tell mental health and feminist stories in gaming spaces that are still dominated by stereotypes and hostility toward vulnerability.
For me, that’s the ethical heart of playing Depression Quest as a feminist: recognizing the courage it takes to center marginalized experiences, and understanding why it matters that these stories are told, even when the community isn’t always ready to listen. The game doesn’t offer easy hope or a simple answer, but it creates space for honesty and solidarity—something that, in my experience, is just as important as any “win.”
Learning: Course Ideas
In Play Like a Feminist, Shira Chess argues for games that challenge power structures and open space for new narratives. Depression Quest takes this seriously by removing the player’s power and forces reflection, not escapism. If I use the MDA framework from class:
-
Mechanics: The limited choice system. \/
-
Dynamics: The resulting sense of helplessness and (occasionally) relief when you get a “win.”
\/
-
Aesthetics: Empathy, solidarity, and sometimes frustration—all core to a feminist “pleasure” that values vulnerability and honesty.
If the game took Chess’s ideas further by giving space for collective experience, maybe a peer support path, or highlighting how different identities shape mental health, it could’ve pushed the conversation even further.
Evidence
Here’s a screenshot showing the game’s main mechanic: multiple choices crossed out, blocking the path you wish you could take:




