Response to Twine Article

The premise of the article that stood out to me most was the idea of the modern concept of what defines a game being expanded. During the Game Art vs. Art Game gallery tour we were all introduced to the game “That Dragon, Cancer”, and I feel as though it falls into a similar category as many of the twine games the article discusses. Although these may not be games in the ‘traditional sense’, they take the format of a role-playing game and replace the fun/entertainment with more serious and thoughtful subjects.  I find this to be a very useful and immersive way of getting a message or feeling across. Unlike a film or novel, the storytelling experience demands interaction, immersing you in their vision. It has the potential to be much more impactful in this way, opening new avenues for artists or people with stories to tell. 
I played a small amount of the game “Depression Quest” mentioned by the article. Having dealt with this myself, and having many loved ones who are the same way, I interestingly enough had a hard time relating to it at some points. This is likely because they are trying to immerse me into someone else’s story and my own experience is clashing with it, and as such whenever there’s an inconsistency it sort of removed me from the immersion. However, viewing what I experienced objectively, it has potential to be a great experience for anyone trying to understand depression who may not have experienced it themselves, doesn’t quite understand their own feelings yet, or has a similar story.