Info about That Dragon, Cancer:

Official game description:
"This is where we go to remember our son Joel, up through here along this path. We want to show you who he was, and how his life changed us. Can we walk here together for a while?"  
A videogame developer's love letter to his son; an immersive narrative driven experience to memorialize Joel Green and, through his story, honor the many he represents. _That Dragon, Cancer_ is a poetic and playful interactive retelling of Joel’s 4-year fight against cancer.  
Using a mix of first-person and third-person perspective, and point-and-click interaction, this two-hour narrative experience invites the player to slow down and immerse themselves in a deeply personal memoir featuring audio taken from home videos, spoken word poetry, and themes of faith, hope, despair, helplessness and love, along with in-game tributes to the loved ones of over 200 of our Kickstarter backers.  
Can you find hope in the face of death?  
Note: _Thank You For Playing_ is an independent project, produced and directed by Malika Zouhali-Worrall and David Osit. The Green family along with the rest of the Numinous team did not produce the film, but they are very honored to be the subjects of the film.

Release date: Jan 11, 2016

Categories: Interactive Fiction, Walking Simulator, Point-and-click Adventure, Single-player Story, Emotional Storytelling, Autobiographical


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $15.00 - $40.00
  - Reasoning: One reviewer finds the full price justified based on emotional impact and value. Another reviewer recommends a discount due to perceived lack of content. This divide suggests the community fair price lies between a discounted price and the full price. Typical pricing for narrative-focused indie games (e.g., $15–$40) aligns with these sentiments, as the neutral review does not provide additional pricing guidance.
- Playtime Metrics:
  - Game completion: 3.0h
  - Story completion: 2.0h
  - Session length: 2.0h
  - Endgame: N/A
  - Reasoning: Multiple reviews consistently state the story takes about 2 hours to complete (range 1.5–2.5 hours), and session length mirrors this as most players finish in one sitting. Game completion (reading all cards, exploring fully) can extend to ~3 hours based on a few reviews mentioning longer playtime for thorough exploration, but not all evidence is precise; endgame is not applicable.
- Time-to-fun:
  - Summary: The game forces early immersion and linear progression, which frustrates some players, but those who continue find the story and progression rewarding.
  - Stance: Clicks after
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: forced immersion; lack of player agency
  - Unlock drivers: story progression; emotional narrative
  - Conditions: player must endure early forced immersion; player must accept linear story progression
- Player Archetypes:
  - Empathetic Storyteller (buy)
    - Motivation: To experience a profound emotional and spiritual journey through a real family's tragedy.
    - Playstyle: Narrative-driven, emotionally open, plays for catharsis and human connection rather than gameplay mechanics.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: human being
    - Reference games: N/A
  - Cautious Protector (sale)
    - Motivation: To honor the story and share the experience while protecting vulnerable audiences from overwhelming grief.
    - Playstyle: Carefully assesses personal emotional readiness before playing, often plays alone and with preparation.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - Gameplay Critic (deep sale)
    - Motivation: To assess the game as a product, weighing its limited interactivity and perceived production motives against its emotional narrative.
    - Playstyle: Analytical and results-oriented, evaluates game mechanics, controls, and value for money before committing.
    - Experience: veteran
    - Purchase stance: deep sale
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Beautiful and moving story (weight 0.28): The narrative is consistently praised as beautiful, touching, and extremely strong. It effectively conveys positive emotions and is deeply impactful to players.
- True story adds realism (weight 0.18): The game is based on a true and heart-wrenching story, which enhances its realism and emotional resonance. Players find the story touching because it is grounded in reality.
- Artistic expression praised (weight 0.17): The game is celebrated as a perfect example of video games as art, reflecting life and artistry. It is described as a beautiful creation and a true form of art.
- Sincere and honest storytelling (weight 0.14): The story is described as pure, sincere, and honest, which contributes to its authenticity. Players appreciate the vulnerability and honesty in the narrative.
- Memorable and impactful (weight 0.14): The game stays with players for years and is impactful and memorable. Its emotional scenes strike a deep chord, leaving a lasting impression on the audience.
- Meaningful life message (weight 0.09): The game conveys a meaningful message about life being short and unfair, reminding players to find happiness in simple things. This theme resonates strongly with reviewers, adding depth to the experience.
- Authentic home movie audio (weight 0.08): The use of audio from actual home movies makes the unscripted dialogue feel authentic and genuine. This technique enhances the realism and emotional depth of the game.
- Quality voice acting (weight 0.08): Voice acting is top quality and supports empathy, with real emotional depth. This adds to the immersive and touching nature of the game.
- Beautiful and heartbreaking tribute (weight 0.08): The game is a beautiful and heartbreaking tribute to a family's loss of their son to cancer. It is described as heartwrenching and beautiful, honoring the family's story.

Common complaints:
- Heavy religious themes alienate (weight 0.33): Many players are put off by the game's strong religious, particularly Christian, symbolism and preaching in the second half. This focus is seen as preachy and may alienate non-religious players, making the story unrelatable.
- Short game length (weight 0.26): The game is consistently described as too short, with several players noting it lasts only about 2 hours. This brevity is seen as a major drawback, especially relative to the price.
- Poor and clunky controls (weight 0.23): Multiple reviews describe the controls as terrible, awkward, and clunky, which detracts from the gameplay experience. The fixed-point movement is especially frustrating for impatient players.
- Confusing progression and direction (weight 0.23): Many players are unsure what to do or where to go, leading to aimless wandering and repeated dialogue. Some puzzles, especially in the chapel, are confusing, and the timeline is disjointed.
- Weak and sparse gameplay (weight 0.2): Gameplay is described as weak, sparse, and poor even for a walking simulator. Lack of strong mechanics and limited interaction make the experience feel empty.
- Technical issues and bugs (weight 0.16): Players report various technical problems including resolution issues, ultrawide monitor black stripes, stuck scenes, and game errors. These bugs can break the atmosphere and force restarts.
- Limited language support (weight 0.13): The game is only available in English, with fast-scrolling dialogues and sections lacking subtitles. This is a barrier for non-English speakers, and the lack of Korean localization is specifically mentioned.
- Unrewarding replay value (weight 0.13): The game is not meant to be replayed, being emotionally heavy and linear with no choices. It lacks achievements and trading cards, reducing incentives for multiple playthroughs.
- Boring and slow gameplay (weight 0.11): Gameplay is described as slow, aggressively boring, and not enjoyable. The lack of excitement and engagement makes it hard to stay interested.
- Disjointed and unclear story (weight 0.1): The story feels broken with disjointed narrative bits from home videos and a difficult-to-follow timeline. The shift from focusing on Joel to a faith struggle is seen as a bait and switch.
- Frustrating interface and interactions (weight 0.07): The interface is clunky and restrictive, requiring multiple clicks for simple actions like seeing fully-lit art. This adds to the overall frustration with game mechanics.
- Unrevolutionary game design (weight 0.07): The game design is nothing revolutionary and will not win awards for mechanics. It is not a conventional game, but this is not always presented as a flaw.
- Emotionally heavy experience (weight 0.06): The game is emotionally heavy, causing a desire not to replay it, and is described as sad.
- Distracting mini-games (weight 0.04): Mini-games like the go-kart segment and dragon boss battle are distracting and dampen the emotional weight of the story.
- Preachy main character (weight 0.04): The main character is described as a mouthpiece for the writer, condescendingly preaching beliefs, which adds to the religious overtones.
- Audio without subtitles (weight 0.04): Some sections have audio without subtitles, which can disadvantage players who rely on subtitles or are non-native speakers.
- No achievements or trading cards (weight 0.03): The game lacks achievements and trading cards, which may reduce its appeal for collectors and completionists.

Gameplay feedback:
- Primarily point-and-click gameplay (weight 0.39): Most feedback describes the game as a point-and-click adventure with minimal mechanics, focusing on clicking and watching the narrative unfold. This style is consistent across multiple clusters.
- Emphasized as interactive story (weight 0.26): Players repeatedly note that the game is an interactive narrative or story rather than a traditional game, highlighting its focus on narrative over mechanics. This perception shapes overall expectations and reviews.
- Includes various mini-games (weight 0.24): Players mention a variety of mini-games, including flying on balloons, racing karts, and platforming segments, which add variety to the otherwise simple gameplay. These mini-games often serve as metaphors for the story.
- Abstract and simple graphics (weight 0.22): The game features abstract, layered graphics with broad strokes of color and texture, often described as simple. Some compare the visual style to 'Out of This World', indicating a unique aesthetic.
- Cancer story with personal touch (weight 0.21): The core narrative revolves around a child's battle with cancer and the family's experience, often based on real-life events. This deeply emotional subject is a key selling point for players.
- Walking simulator elements (weight 0.16): Some players classify the game as a walking simulator due to its minimal mechanics and focus on exploration and story. This descriptor aligns with the lack of traditional challenges.
- Story unfolds via vignettes (weight 0.14): The narrative is presented as a series of vignettes or sections that combine realistic scenes with spiritual and metaphorical ones. This structure provides a unique storytelling approach.
- Multiple character perspectives (weight 0.14): Players control different characters, including the father, mother, and child, seeing events from various viewpoints. This enhances the emotional depth of the story.
- Linear story with no choices (weight 0.13): The game features a linear progression with no branching choices, leading to a single ending. Players have to follow the predefined path, which some appreciate for its focused narrative.
- Symbolic and metaphorical mini-games (weight 0.13): Mini-games are not just diversions but serve as metaphors for the child's life and the family's journey. For example, a kart race symbolizes the child's life, adding deeper meaning.
- Short playtime around two hours (weight 0.12): Multiple reviews note the game takes approximately 1.5 to 2 hours to complete, making it a concise experience. This duration is seen as suitable for the narrative-driven format.
- Sound as narrative element (weight 0.11): The sound design is highlighted as a major component that contributes to the narrative, enhancing the emotional impact. This is complemented by the simple audiovisual configuration.
- Autobiographical and experimental (weight 0.11): The game is described as an autobiographical narrative adventure, based on the developers' own experiences. This experimental nature sets it apart from conventional games.
- Themes of hope and grief (weight 0.05): The interactive vignettes are centered on themes of hope, grief, faith, and love, providing an emotional journey for players. This thematic focus is central to the experience.
- Optional exploration in settings (weight 0.04): Players can explore environments like the gallery and hospital at their own pace, adding a layer of optional depth. This exploration is not mandatory but enriches the experience.
- Designed for both controller and mouse (weight 0.04): The game can be played with both mouse and controller, offering flexibility to players. This is noted as a positive in the context of point-and-click controls.
- View movement controls time progression (weight 0.04): A unique mechanic where looking around influences the timeline, affecting how the story unfolds. This adds a subtle interactive layer to the narrative.
- Crowdfunded with creator involvement (weight 0.04): The game is a crowdfunded project with direct participation from the Green family, adding authenticity to the story. This background may influence players' perception of the game.

Performance notes:
- Technical issues with display settings (weight 0.05): Players report the game lacks resolution and windowed mode options. Ultrawide monitors show black stripes that obstruct the view, and some levels become stuck due to aspect ratio problems.

Recommendations:
- Strong overall recommendation (weight 0.33): Multiple reviews strongly recommend the game, with some giving it perfect scores and praising it as a must-play experience.
- Emotional impact with tears (weight 0.18): Many reviews highlight the game's profound emotional weight, advising players to prepare tissues and expect to cry.
- Broad audience recommendation (weight 0.17): The game is recommended to everyone, including skeptics, those with interest in emotional narratives, and mature adults.
- Valuable meaningful experience (weight 0.15): Reviewers describe the game as a masterpiece that provides a meaningful emotional journey despite being difficult to play.
- Short playtime but worth (weight 0.14): Reviewers note the game takes only a couple of hours yet is still worth playing due to its strong message.
- Language proficiency required (weight 0.11): Several reviews emphasize the need for English proficiency to fully appreciate the game, with one suggesting a Turkish patch.
- Caution religious content (weight 0.11): Multiple reviews warn about heavy religious themes in the second half, which may surprise or alienate non-believers.
- Recommendation with caveats (weight 0.1): Some reviews recommend with caveats, such as not suitable for those with recent loss or emotional attachment, and caution about religious content.
- Best for grieving players (weight 0.08): Some recommend the game to friends who are grieving, as it may help them process emotions and remember loved ones.
- Buy at discount (weight 0.08): Some reviewers advise buying the game when it is discounted, indicating it is worth the money at a lower price.
- One-time play only (weight 0.08): The game is considered a single playthrough experience with limited replay value, but that does not diminish its worth.
- Play without preconceptions (weight 0.08): Reviewers advise playing without prejudice or expectations to fully appreciate the story.
- Alternative game suggestion (weight 0.07): One reviewer suggests 'What Remains of Edith Finch' as an alternative or 'To the Moon' for those new to the genre.
- Experience over fun (weight 0.07): The game is described as more of an emotional story than traditional gameplay, so it may not be fun but is rewarding.
- Prepare emotional readiness (weight 0.07): Players are encouraged to be mentally prepared and play on a day when they can cry, suggesting an intense emotional journey.
- Suitable for family players (weight 0.07): One review recommends the game for adults with children, highlighting its portrayal of family and illness.
- Alternative media suggestion (weight 0.06): One reviewer suggests watching 'Thank You for Playing' before playing, and another says watching videos may suffice if not buying.
- Complete all activities (weight 0.04): A review suggests taking time to complete all activities and read all messages to gain full value from the game.
- Not for those with loss (weight 0.03): Caution is given for players who have recently lost someone to cancer, as the game may trigger strong emotions.

Other player notes:
- Game is very short (weight 0.32): Multiple reviews highlight the game's brevity, with completion times ranging from 1 to 3 hours. This short runtime is noted as a defining characteristic, often linked to its emotional impact.
- Tribute to deceased son (weight 0.28): The game is widely recognized as a heartfelt tribute by Ryan and Amy Green to their son Joel, who died of brain cancer. This personal context is central to the game's narrative and emotional weight.
- Based on true story (weight 0.23): Reviewers frequently note that the game is based on the real experiences of the Green family, specifically Joel's battle with cancer. The authenticity of the story enhances its emotional resonance.
- Funded via Kickstarter (weight 0.16): The game was crowdfunded through Kickstarter, with over 1000 backers supporting the project. This funding background is mentioned by several reviewers, highlighting the community-driven nature of the game.
- Artistic emotional experience (weight 0.14): Many reviewers describe the game as more of an artistic experience than a traditional game, with a lasting emotional impact. It is often compared to interactive art or a poignant movie or book.
- Contains real family elements (weight 0.13): The game includes authentic touches like photos of Joel, audio from home movies, and real letters from backers, enhancing its personal and documentary-like feel. These elements ground the story in reality.
- Limited language support (weight 0.13): The game is available only in English, with no support for languages like Korean or Turkish. This is a drawback for non-English speakers, as a good understanding of English is required to fully appreciate the story.
- Deals with cancer and grief (weight 0.09): The game's narrative revolves around themes of cancer, suffering, and grief, exploring the emotional journey of a family facing terminal illness. This focus on profound topics is a key aspect of the game's appeal.
- Explores faith and doubt (weight 0.07): The game delves into theological questions such as the problem of evil, reflecting the parents' struggle with faith during their son's illness. This aspect is noted as intellectually engaging and emotionally raw.
- Creators involved in game (weight 0.07): The game was made directly by the Green family, with Ryan and Amy Green actively participating in its creation. This hands-on involvement adds authenticity and emotional depth to the narrative.
- Comparison to similar games (weight 0.07): The game is often compared to narrative-driven games like 'What Remains of Edith Finch' and 'Before Your Eyes'. While some find this game sadder due to its true story, others consider the comparisons superior in gameplay or execution.
- Emotional messages and tributes (weight 0.07): The game includes a large number of emotional messages from various individuals and tributes to other children who died of cancer. This adds a communal aspect to the experience, amplifying its emotional scope.
- Not designed to profit (weight 0.04): Reviewers appreciate that the game does not seem designed to make money or force emotional reactions, but rather serves as a genuine expression of love and grief. This sincerity is valued by players.
- Award-winning serious game (weight 0.04): The game has received notable recognition, including the 2016 TGA Games for Impact award. This award underscores its significance and quality within the narrative game genre.
- Some technical limitations (weight 0.04): A few reviewers point out that graphics and movement are not strong points, but they don't detract from the overall experience. The technical shortcomings are seen as secondary to the story.
- Discovered via influencers (weight 0.04): Some reviewers found the game through YouTube personalities like Markiplier, suggesting that content creators have played a role in the game's visibility. This discovery path has helped bring the game to a wider audience.
- Charity contribution with purchase (weight 0.04): A portion of the purchase price goes to childhood cancer research when bought through the developer's website. This charitable angle is mentioned as a positive aspect of supporting the game.
- Lacks achievements and cards (weight 0.04): The game does not support achievements or trading cards, which may be a minor inconvenience for some players. However, this is not a significant complaint given the game's focus on storytelling.
- Timeless despite age (weight 0.04): At over ten years old, the game remains relevant and impactful for new players. Reviewers note that its emotional and narrative depth transcends its age.

Emotions:
- Sadness (weight 0.21): The game's narrative about a family dealing with their child's terminal cancer is profoundly heartbreaking, often reducing players to tears. Many players connected the story to personal losses from cancer, making the experience deeply emotional and difficult to get through.
- Moved (weight 0.11): The emotional depth of the story and its artistic presentation deeply moved players, often bringing them to tears. The game's vulnerability and soulful narrative, combined with touching details and voice acting, created a powerful and memorable experience.
- Gratitude (weight 0.07): Players felt grateful for the unique and beautiful experience the game provided, which helped them process personal emotions and cherish life. Many thanked the developers and the Green family for sharing their story and creating a moving tribute.
- Appreciation (weight 0.04): Players appreciated the game's heartfelt storytelling, minimalistic art, and symbolic representation of cancer. The game's realistic portrayal of faith and doubt, along with clever metaphors, was valued for offering a rare and positive depiction of faith in a game.
- Frustration (weight 0.03): Some players were frustrated by technical issues, awkward controls, and confusing gameplay elements that could cause getting stuck. The religious preachiness and slow fixed-point movement also detracted from the experience for certain players.
- Grief (weight 0.03): The story of losing a child to cancer and the realistic portrayal of grief brought tears to players, especially those who had lost loved ones to the disease. The emotional impact of the credits and hospital scenes amplified the sense of loss and mourning.
- Being moved (weight 0.03): The game's beautiful story and heartfelt narrative moved players profoundly, with some crying for hours. It helped them deal with grief and mourning, while the inventive scenes and close-up moments on the family's experiences created a strong emotional connection.
- Hope (weight 0.03): Despite the heavy subject, the game instilled hope by reminding players of the preciousness of life and the endurance of love. The parents' hope for a miracle and the inclusion of stories of survival contributed to a feeling of hope, especially in the game's ending.
- Emotional (weight 0.02): The game's raw and realistic story evoked strong emotions, especially for players with personal cancer experiences. Scenes like conversations with doctors and watching a child deteriorate brought intense crying and awakened deep feelings.
- Admiration (weight 0.02): Players admired the developers for bravely sharing their personal story and creating such a thoughtful, genuine narrative. The father's voice acting and the symbolic artistic presentation were praised for their depth and emotional resonance.
- Disappointment (weight 0.02): Some players felt the game placed too much emphasis on religion, overshadowing the scientific and human aspects of the story. The focus shifted to a niche faith-based narrative, which prevented some from connecting fully with the game as they had hoped.
- Sorrow (weight 0.01): The depiction of a child's battle with cancer and the family's suffering brought deep sorrow to players. They felt genuine pity for the Green family's loss and the painful decline of their son Joel.
- Heartbroken (weight 0.01): The game's heartbreaking story, combined with the developer's personal speech and heart-wrenching audio of a child in pain, broke players' hearts. It was described as cruel and so emotionally heavy that it was hard to endure.
- Grateful (weight 0.01): Players felt grateful for the experience because Joel's story resonated deeply, helping them reflect on priorities and what to be thankful for, especially when facing cancer or personal struggles.
- Fear (weight 0.01): The game brought up fears related to dealing with death, especially for first-time experiences, and heightened anxiety for those with connections to childhood cancer. It realistically portrayed the terror a parent might feel when their child is diagnosed.
- Emotional impact (weight 0.01): The emotional weight of the game came from reading every card and knowing the inevitable fate, which deeply affected players. A specific scene also carried powerful emotional weight, leaving a lasting impression.
- Reflective (weight 0.01): The game prompted profound thought about the brevity of life and its unfairness, making players reflect on their own lives and appreciate what they have. It was thought-provoking and encouraged self-reflection.
- Respect (weight 0.01): Players respected the developers for turning their personal loss into a game to help others in similar pain. They admired the courage and the way the game offers hope to others facing tragedy.
- Awe (weight 0.01): The game was described as one of the hardest and rawest experiences, yet excellently narrated. The visual and audio design created a powerful atmosphere that left players in awe.
- Emotional resonance (weight 0.01): The game's depiction of loss and honoring a loved one resonated emotionally with players. The story of the Green family losing their son to cancer struck a chord, leaving a profound impact.}