Writers and game devs: I don't know who needs to hear this, but - If stories and games are medicine for day to day plagues, why are you writing poison instead of antidotes?
I do this all the time. "Damn, life is so depressing. Here's a sad short story. Here's a game about coming in last."
Maybe we need games that offer solutions without just being saccharine-sweet upbeat or gloomy complaints.
Maybe we need games that offer solutions without just being saccharine-sweet upbeat or gloomy complaints.
Target the problem, get a solution, show the solution being successful. That's hopeful.
Just don't make that problem "man I hate my job" and the solution be "followed magic rabbit down hole now everything is technicolor".
Just thinking out loud.
Just don't make that problem "man I hate my job" and the solution be "followed magic rabbit down hole now everything is technicolor".
Just thinking out loud.
Very basic illustration:
Problem: I'm sad about deforestation.
Solution: game about planting tree saplings in a wasteland.
Success: trees come back and nature populates it. Threat still looms (realistic) but is lessened on a local scale
Problem: I'm sad about deforestation.
Solution: game about planting tree saplings in a wasteland.
Success: trees come back and nature populates it. Threat still looms (realistic) but is lessened on a local scale
Further addendum: reflective works on particular feelings (even if negative without immediate solution) can provide explorations of a feeling or situation which may open the player to finding new perspectives or ways to consider an emotion or experience.