In this First Person Scholar article Ansh Patel elaborates on his statement that games are notorious for portraying negative stereotypes of persons with mental illness. For example, the game Eternal Darkness: Sanity’s Requiem has an insanity meter for a person who is clinically mentally ill. When the insanity meter is maxed out the player loses the game.
A game Vampire: The Masquerade: Bloodlines aims to reverse the negative portrayal of the mentally ill in games. The game’s mentally ill Malklavian clan has a very intelligent scientist as part of the clan. Clues to the clan’s hallucinations are given in soft whispers instead of whimsical emoticon deliveries. Exploration of the happenings of the Maklavian clan allows the player to experience an advanced state of play in which it is assumed the player is already aware of the clan’s mental issues but will use the knowledge in such a way as to treat the clan with respect while learning how to help them with game issues. Representations of Mental Health In Vampire: The Masquerade Bloodlines