Encoded in Nature: Mutual Care and Mental Illness in Video Games
<p>What do a farming sim, a platformer, and a click-and-point horror game have in common? All three games initiate critical conversations about the relationship between the environment and mental health. <em>Stardew Valley </em>(Chucklefish, 2016), <em>Celeste </em>(Matt Makes Games, 2018), and <em>Oxenfree </em>(Night School Studio, 2016) explore our place in nature and how we act outside of urban societal expectations by creating a new narrative about the relationship between environment and mental illness. This narrative is one of mutual care—neither people nor nature can thrive in our contemporary society without fostering empathetic relationships.</p>
<p><em>The following analyses of the games include story spoilers.</em></p>
<h1>Stardew Valley: Sustaining relationships</h1>
<p><em>Stardew Valley, </em>known as one of the greatest farming simulators of all time, is a role-playing game that evokes the nostalgia of its predecessors from the 1990s and early 2000s—the <em>Harvest Moon </em>and<em> Story of Seasons </em>franchises. The premise of farming games is simple: the playable character inherits a farm, participates in village life, and hopefully makes a profit by harvesting crops and raising livestock.</p>
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