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.
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.
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
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.
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