That Dragon, Cancer

From WikiMD's Wellness Encyclopedia

That Dragon, Cancer is an indie game developed by Numinous Games. Released in January 2016, it is a narrative-driven adventure game that explores themes of faith, hope, and the parental struggle of dealing with a child's terminal cancer. The game is an autobiographical project by Ryan and Amy Green, who drew upon their experiences with their son Joel's battle with cancer. It utilizes a unique blend of audiovisual storytelling techniques to convey its deeply emotional and personal story.

Gameplay[edit | edit source]

That Dragon, Cancer is experienced through a point-and-click adventure game format, where players interact with the environment to progress the story. The gameplay is interspersed with minigames and narrative segments that use both voiceover and text to tell the Greens' story. Unlike traditional games, it focuses less on challenge or strategy and more on immersing the player in the emotional journey of the family.

Development[edit | edit source]

The development of That Dragon, Cancer was inspired by Ryan and Amy Green's desire to memorialize their son Joel and to share their journey of hope and faith in the face of his terminal diagnosis. The game was funded in part through a Kickstarter campaign and received attention for its unique approach to storytelling and its emotional depth. The developers used personal home videos, voice mails, and diary entries to create an authentic experience.

Reception[edit | edit source]

Upon release, That Dragon, Cancer received widespread critical acclaim for its heartfelt storytelling, artistic direction, and innovative approach to discussing a difficult subject matter. Critics praised the game for its ability to evoke strong emotional responses and for providing insight into the experiences of families dealing with terminal illness. However, some criticized it for its gameplay mechanics, which they found to be lacking in comparison to its narrative aspects.

Impact[edit | edit source]

That Dragon, Cancer has been recognized for its contribution to video games as a medium for serious and personal storytelling. It has sparked discussions on topics such as grief, loss, and the potential of video games to explore complex human experiences. The game has also been used as a tool for empathy and understanding, showcased in various video game exhibitions and conferences focused on the intersection of games and health.

Legacy[edit | edit source]

The legacy of That Dragon, Cancer lies in its pioneering role in the "games for change" movement, demonstrating how video games can transcend entertainment to address real-world issues and emotions. It has inspired other developers to tackle personal and challenging topics through interactive media.

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Contributors: Prab R. Tumpati, MD