Becoming Afflicted, Becoming Virtuous: 'Darkest Dungeon' and the Human Response to Stress

Games and Culture 18 (2):19 (2022)
  Copy   BIBTEX

Abstract

The developers of Red Hook Studios’ 2016 gothic horror game ‘Darkest Dungeon’ said that they wanted to ‘capture the human response to stress’. This paper analyses how the game does this with its ‘stress’, ‘affliction’ and ‘virtue’ mechanics. With reference to research literature on stress, I show how these mechanics, which could easily have been cheap gimmicks, approach the topic of stress with admirable detail, offering a complex reflection on the various aspects, positive and negative, of several possible human responses to stress. They show how different responses include similar symptoms, how stress impacts the people around the stressed person, and make the case that stress can break people, but also fuel heroism. It is a fantastic example of how video game mechanics can be used to educate people about complex subjects without explicitly saying this is what they’re doing.

Author's Profile

James Cartlidge
Slovak Academy of Sciences

Analytics

Added to PP
2022-02-07

Downloads
244 (#78,520)

6 months
190 (#15,294)

Historical graph of downloads since first upload
This graph includes both downloads from PhilArchive and clicks on external links on PhilPapers.
How can I increase my downloads?