Depression Quest's' tone is one of hope. Many players have told me they've tried to take steps in their life to get their illness under control. I tear up while reading my e-mail on subways a lot.
For me, I don't think there's anything more human than technology. That's a big thing separating us from other animals: we make things, we build things, we create machines.
When you really boil it down, what comedy does is you expect one thing, and you get a totally different thing that's humorous, and we all laugh. That's generally how, just mechanically - super-distilled - comedy works.
It's weird when you stop being a person to a lot of folks and just become a weird talking point. It's like you become a meme, and you're not a person anymore, and people don't mind stealing your life.
Everyone who has felt alienated by the games industry, both would-be players and creators, needs to rally together and support one another as we create a space for those of us who don't fit in traditional spaces.
Sailor Moon' was the first time I could say I was a super-duper-fan of something. I remember watching before school, at like 6 A.M. along with 'Dragonball Z' or 'Beast Wars,' depending on the months.
I was diagnosed with depression at fourteen, but I couldn't find any medication that did anything for me other than making things worse.
A cool thing about enthusiast press is the low barrier to entry. Anyone can decide they want to set out on this path and start publishing immediately.
I used to be a part-time enthusiast press games writer when I was starting to get into making indie games.
We need to discuss what our own standards are for games writing that falls outside of journalism, and support experimental formats and routes of production that may be more tailored to them than the status quo, because the public at large seems to still think that the only games writing that exists are reviews and news.