Depression Quest…

This week we explored Interactive Story Experience in the form of ‘games’. I found this quite an interesting experience as it allowed the consumer to be involved in the game and control the way it ends. It really brings though the idea of agency and allowing the consumer to be involved. The game I focused on was Depression Quest. I found the experience quite insightful as it used such a minimal resources, essentially hyperlinking text to move the story forward. However, the added notes at the bottom of the page that show you just how depressed you are and if you are seeing a therapist and if you are taking medication keeper you enticed to find out how you end up. The use of this gets you involved in the game and makes you want to no the result of the options you pick.

The way the character is developed depends on the options you chose. The more positive options you chose the more the character becomes healthier and more happy but if you chose the negative options the character becomes more closed and isolated. The added benefit is that there is large description of the consequence of the option you chose. It gives you insight into the characters life, the other characters and the plot of the narrative. Although I didn’t classify this activity as a ‘game’ I do believe it is an interesting way to tell story. It could be useful in having the audience interact with the story I want to tell in our final project. You could use it to provide the audience insight into the story or build the identity of one of the characters before they are even introduced to them.

 

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