the hypertext narratives were fun and interesting. one thought i found myself having was "oh i know how they did this", like with the "keeping up appearences" story and the disppearing text. i think using interaction is a cool way to tell stories and narratives that don't need to work so linearly. you can jump around on your own volition, following what intrigues you about the story and explore it on your own. that is something i felt about the depression quest. half of the time it felt like i was making my own decisions within the story/game and i was trying really hard to cure my/the MC's depression. i was invested in the story and the fact that i could make choices made it so that i was invested in picking the "right" ones. however, other times it felt like i was in a story/game tunnel where no matter my choice, something else would happen that was outside of my control and i was dragged along the story. i think the depression quest was a good mix of both and it was interesting to play through.