At some point in my life I discovered the nick case website, which contain some games about social behavior and mental health among other kind of works.
Sometimes I don't feel good and I think about these games again. Well, especially one that I remember the most which is about anxiety and help to feel a bit better.
Adventures with anxiety
Adventure with anxiety is based on the native american belief that we have two wolfs fighting inside us: The wolf of compassion, love, understanding and generosity ; and the wolf of cruelty, hate, fear and selfishness. According to that belief, the one who'll win is the one you'll feed.
In that game Nick Case use a wolf to represent anxiety and how it can hurt us if we don't learn how to communicate with it. Actually we even play as the wolf, whose goal is to protect our human!
It's an interesting way to teach how to deal with anxiety while not saying we should reject it. The game is all about nuances : yes we should listen to it because the only purpose of our anxiety is to protect us, but no we shouldn't always listen to it and when it's wrong then the best way to deal with it is to try to reason with it.
Example:
My wolf: "Aaaah!!! They'll hate our post on the nicky case project!!! We should stop you'll be ha..."
Me: "Come on! I posted many things that people liked and..."
My wolf: "And sometimes people didn't like it! What makes you think they won't hate this one? Do you want people to hate you or laugh at y...."
Me: "OK OK I'll show it to someone else before posting it and they'll tell us if it's worth it or not. Do you feel better?"
My wolf: "Ah! You are thinking about that guy? Well, I can work with that."
Me: "Nice! It's settled then."
And this is how that game suggests to deal with the anxiety. A good one!
Well, to be honest in my head there was way more things about mental health, but in reality most of the interactive games are rather about social behaviors. In that category I can talk about some of them among the most interesting. Like...
The wisdom and/or Madness of crowds
That one is less than an adventure than a puzzle game. At each step you have a text explaining something about history or a fact about connection, and it makes you connect the heads with each other to see how an information or a behavior can spread.
More of an essay than a game as are most interactive games on the website, The wisdom and/or madness of crowds is a good way to understand how our connections can affect people and ourselves, how we can act good or badly depending of who we are around us. For example when among our friends we have half drinkers and half non-drinkers you easily starts to think half of the world drinks. Or when challenger was launched in 1986 despite engineers warnings and it killed 7 people because the big boss only listened to the other big bosses they usually agree with. Or when a fake news appears and you don't see many people refuting it.
You have all of these in it, and it's pretty interesting! Give it a try!
As another kind of game you can find there is one I found while looking at the list of Nicky Case's projects :
Coming out simulator.
Here we have one of Nicky's first games. A very personal one where they talk about their coming out, what was said, and what happened next. Well, half-what happened.
You know I'm pansexual and I made my coming out too but I had the chance to have tolerant parent (my mom said something upsetting though). So what was in that game... I wasn't ready for it. Like I wondered how we even could say things like that or act like their parents did. But they said it was full of things that was said so I believe them. Yet I didn't feel comfortable at all while playing.
But that game is worth playing! Because he was seriously well-made, and the start as well as the end was rather funny. Well, not entirely but you feel Nicky takes it lightly today and is more like "yeah it happened and now I'm good, everything is going well for me".
I'll just talked about another one. One I hesitated to shared but it actually is good so...
Nothing to hide
A big brother kind of game in which you live in a world where people agree to say they don't need a private life, that we should watch everyone 24/7 and that if someone isn't visible by the cameras so they are suspicious and must be arrested immediately. Thus in that game you must manage to be seen by them all along while trying to flee your father, the minister in that world.
The hardest of them all! Especially for my puzzle game skills that are pretty low. And worst: my skills at 3 am! Where I'm the most impatient!
But it's honestly an well-built world I wanna know more of and it's pretty fun to do. So it's worth a try! Just know that it's the demo of game since long dead, which I'm incredibly sad about.
With these examples you have an idea of what you can wait from that website. Well, most of what I didn't talk about are more essays like The wisdom and/or madness of crowds but they're all interesting in some ways. And it teaches a lot with the media of interactive stories.
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strap in for this week's fic flavor: the failsafe episode of season one of the young justice cartoon except the simulation just won't. fuckin. end.
(fics that inspired this at the end)
If I ever did sit down to make my own fic, I'd split it in 3 parts:
The Simulation: bits and pieces of the 40 years Dick lives after most everyone he knows has died
The Return: the immediate aftermath and healing from the trauma of having not-quite-actually lived a whole life only to wake up and find out it was all fake. nothing traumatizing about that whatsoever.
The Unintended Consequence: aka the twist I'd love to add and would hint to in the second part - finding out the simulation, through martian mind fuckery, pulled from the real world (and in many cases, from real minds). Dick meets a bunch of people he didn't think were real outside the confines of his simulated life. A bunch of rowdy, heroism-inclined teens across the years get to meet the sibling/friend/mentor figure they all dreamed up one night.
(actual idea snippets under the cut)
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Dick Grayson is 14 and most of the world's heroes have died. He planned a suicide mission that left him the sole survivor of a doomed team he helped found. The invasion may have been stopped, but is this really the price he wanted to pay?
The first face he sees in the infirmary is Roy's, and he has to close his eyes and just breathe for a few minutes because for one painful moment he'd thought it was Wally. But this isn't the world where his best friend miraculously survived alongside him. This is the one where he got his best friend killed and didn't even give him the courtesy of following behind him. Behind them.
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Dick Grayson is 27 and has lived longer without Bruce than with him. The invasion's anniversary is always a tough day for him, but that morning seems especially harrowing. He'll get shit for it later, but can't resist stepping out onto the balcony of the manor's master bedroom (Bruce's old bedroom) for a smoke -- his first since he'd promised to quit if Jason, just 15 then, did too.
"Bad habits tend to pile up," he'd said, a rueful quirk to his tired grin. He'd tapped the cigarette twice on the railing and added, lower, "and this one's especially nasty, huh."
He inhales, watches the sun creep across the horizon, and lets acrid smoke burn through his lungs for a long moment before blowing it out in a small cloud. His eyes water, but he doesn't cough. It tastes just as bad as it did the first time he smoked one, not even a year after the invasion and treading water as Robin proved insufficient.
There hadn't been enough heroes to go around then, and Dick had been trained by one of the best. It hadn't been fair, but it had been his plan that had ultimately stopped the invasion. His shoulders everyone's expectations fell on.
He takes another drag, then smudges the lit end against the rail he's leaned on when he hears a boot scuff purposefully against the roofing above him.
"Todd and Pennyworth will be upset with you."
He doesn't turn around. Damian doesn't jump down to join him.
.
Dick Grayson is 54 and wakes up in a room full of ghosts. He hears his long-dead father-figure tell his long-dead team about a simulation they weren't meant to win. A training exercise gone wrong and only half a day spent under their mentors' careful, if slightly panicked, supervision.
He looks at his hands, watching the way his gloves crease when he flexes them in and out of tight fists. He looks at his team, their eyes a little haunted but shoulders slumped with relief even as they grumble. Batman's heavy, gloved hand settles on his shoulder and the weight of it is a nauseating mix of foreign-familiar.
He opens his mouth. Closes it.
Tears prick his eyes behind his domino mask, and he tells himself the suffocating, acidic void building in his chest is just some leftover side effect of the ordeal and not the grief-guilt of outliving yet another family (no matter that they hadn't been real in the end).
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Dick Grayson is 16-going-on-56 and well used to the coincidences piling up between his simulated life and the real thing. Some of it -- missions and villains he remembers cropping up -- he's marked for Bruce to review and sort as he pleases. Some -- security for the cave, team building anecdotes, and training regimens -- he's shared with the team. And some he keeps only for himself.
Tim is one of those. He knows it's not fair to the kid (so much smaller now than he ever was when Dick lived his simulated life), but he can't help being selfish just for this. Tim is the one kid he's sure he didn't make up, and if Dick's taken to babysitting the kid just to be near at least one member of the family he built for himself in the wake of the worst days of his life .... Well, anyone who says shit about it can happily stand in line to have their teeth kicked in.
Despite this, it still catches him off-guard when he sees a familiar face pop up in one of Bruce's reports.
Jason Todd, caught boosting tires off the batmobile, is nearly the same age now as he was when Dick met him. He stares at the words, but none of them really sink in beyond the kid's name and address. He's moving before he's even made the decision.
He's used to the world kicking him when he's down - lived it for 40 frustrating years. But he has Bruce again. And things with Tim have been so good. And he's always been selfish when it comes to family. If he could just see Jason. If he could just meet him. If he could talk to him.
If if if if if--
.
Inspirations:
Circles in Shattered Mirrors by InfinityIllusion
Fine (But Not Okay) by CharlotteDaBookworm
Verisimilitude by mutemelody
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