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Breaking the Fourth Wall: Games That Check In

DISCLAIMER: This article focuses on examples of how games can meaningfully address player well-being. It does not evaluate the accuracy or effectiveness of these games’ portrayals of mental or physical health. Nor are any of the games listed here substitutes for professional help.

A quiet revolution is reshaping the gaming industry as a growing number of developers embrace a deeper responsibility for player well-being. This goes beyond simply mitigating harm through responsible design; it’s about actively leveraging the unique power of interactive media to create games that both entertain and nurture. While we acknowledge our limitations — we are creators, not clinicians — we recognize the profound opportunities games offer to connect with and support players.

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big idea Introduction to Well-Being in Gaming

Well-being is a key to helping our communities thrive and taking care of ourselves while doing so.

Through carefully crafted check-ins, support systems, and resonant portrayals, the games featured in this article demonstrate how as developers we can effectively break the fourth wall and foster a deeper and more impactful connection with our audience directly.

For a more in-depth look at games that more generally address mental health, including deeper dives into some of the above games, please also see Beyond Virtual Hugs: Games That Nurture Mental Health.

Breaking the fourth wall 

The “fourth wall” is a theatrical concept that refers to the imaginary barrier between the world of the story and the audience. In gaming, “breaking the fourth wall” means directly acknowledging the player’s existence outside of the game world. This can range from subtle nods that require inside knowledge to explicit instances where characters address the player directly.

Unlike passive media, games offer unique opportunities to periodically “check in” with players, creating a moment of reflection. By breaking the fourth wall, developers can foster self-awareness and potentially encourage healthier habits in the real world.

A brief history of fourth-wall check-ins: EarthBound / Mother 2

Perhaps the origins of games checking in on players can be traced back to EarthBound (1995) (released as Mother 2 in Japan). In this quirky yet poignant RPG, players take on the role of Ness, a young boy from the small town of Onett who ultimately saves the world from an alien threat known as Giygas.

EarthBound was particularly notable for its themes of friendship, courage, and self-care as well as darker themes including loss and trauma, existential dread, and the emotional toll of the journey itself.  

Photo of the packaging for Mother 2 / EarthBound
Released as Mother 2 in Japan, EarthBound ‘s darker themes and unconventional narrative elements were actually inspired by Sweet Home, a horror RPG released only in Japan. Image source: About MOTHER 2 / EarthBound

Throughout the game, Ness receives calls from his unseen father, who inquires about his well-being and gently suggests he might want to take a break. These calls are triggered after two consecutive hours of play time:

“Hello, it’s your dad.
You’ve been out there for a long time now…
It may be none of my business,
but don’t you think it would be a good idea if you took a break?”

While outwardly concerned about Ness, the player is subtly encouraged to consider their own need for rest. By prompting the player to respond with “Yes” or “No,” the game redirects the player’s compassion back onto themselves. 

Screenshot from EarthBound
While not the first game to break the fourth wall, EarthBound was perhaps the first to do so as a wellness check-in. Image courtesy of TIGG.

This clever design choice acknowledges the immersive nature of games and the potential for players, especially younger ones, to lose track of time and neglect their well-being. Factors like loneliness or neurodivergence, or simply the allure of a captivating game, can also make it difficult to break away from the screen, leading to overindulgence. EarthBound set a precedent for future games to acknowledge and prioritize player well-being and paved the way for more explicit forms of in-game support and care.

Wii Sports

With Wii Sports (2006), Nintendo took a more direct approach to well-being. Playful yet persistent, its iconic “Wii Fit” trainer would interrupt sessions to remind players to take breaks and stretch. 

“Why not take a break?” message in Wii Sports
Wii Sports memorable image that solidified “Why not take a break?” in popular culture. Image courtesy of TIGG.

While referring to the physical strain unique to motion-controlled gameplay, the reminder to rest was nonetheless one of the first mainstream acknowledgments of gaming’s physical impact. The game’s immense popularity and Nintendo’s brand influence likely sparked broader conversations about ergonomics and well-being in gaming, encouraging other developers to consider similar features and empowering players to demand more responsible designs.

Modern games that break the fourth wall

The following examples represent a growing trend of developers breaking the fourth wall to promote player well-being and offer support:

Warframe (2013)

Warframe is a sci-fi third-person shooter developed by Digital Extremes. In the game, players embody Tenno, ancient warriors reawakened to pilot powerful Warframe exosuits and engage in combat against various factions across the Origin System. Ordis is the ship AI that assists the Tenno player throughout the game by providing guidance, managing resources, and offering commentary on missions and events. 

Artwork from Warframe
Warframe’s reminder for the operator to take care of themselves serves as a reminder to the player themselves. Image courtesy of press kit.

At various points Ordis will break the fourth wall in its reminder to the operator and, ostensibly, the player:

“Ordis reminds the Operator to take time for themselves. Pressure creates diamonds, yes, but it also creates rubble.”

The game additionally has an in-game chat message that will appear after each hour of playtime (for players in the Europe region):

“You have been playing for over an hour. Please don’t forget to take a break.”

(With thanks to Digital Extremes for confirming the exact copy.)

Night in the Woods (2017)

Night in the Woods explicitly breaks the fourth wall in its option menu. Diegetically presented in Mae’s journal, a pamphlet gently reminds the player that when they feel out of control they always have options. It also provides some mild self-care tips, such as taking a deep breath or going for a walk.

A close up of the pamphlet in Mae’s journey
A close up of the pamphlet in Mae’s journey. Image courtesy of TIGG.
Screenshot from Night in the Woods
In addition to addressing themes of mental health, Night in the Woods speaks directly to players via its option menu. Image courtesy of TIGG.

Celeste (2018)

This challenging platformer game features a protagonist, Madeline, who battles anxiety and depression while climbing a mountain. The game incorporates themes of self-care and perseverance, with messages encouraging players to take breaks and prioritize their mental well-being provided to the player to bookend levels.

Celeste gives the player explicit permission to opt out a stressful show of skill. Image courtesy of TIGG.

The developers remind players to take regular breaks. Image courtesy of TIGG.

By referring to “death count” the developers are explicitly talking to the player and reminding them of how learning emerges from perseverance in the face of hardship. Image courtesy of TIGG.

For a more in-depth look at Celeste’s treatment of mental health see Beyond Virtual Hugs: Games That Nurture Mental Health.

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Stella hugging Gwen on the boat over the red sea.
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Beyond Virtual Hugs: Games That Nurture Mental Health

Video games can deliver experiences that can both resonate and nurture.

Kind Words (lo fi chill beats to write to) (2019)

Kind Words (lo fi chill beats to write to) is a game that promotes mental well-being through anonymous letter exchange and supportive responses. Players write and receive encouraging letters within a cozy virtual room, fostering a sense of community and connection. The game’s design aligns with established therapeutic principles of social support, emotional expression, and positive reinforcement, suggesting a thoughtful approach to mental well-being.

Screenshot from Kind Words
The design and setting of Kind Words are key to the natural kindness that emerges among players. Image courtesy of press kit.

While the game is not an explicit breaking of the fourth wall insofar as the wall was perhaps not there to begin with, its direct approach to wellness and the explicit connection among players was a groundbreaking experience for many. Kind Words is a heartwarming testament to the power of human connection and the beauty of people supporting one another. Accompanied by calming music and the ability to trade stickers, the game creates a safe space for sharing personal struggles and offering words of kindness. 

Glitchhikers: The Spaces Between (2022) 

In Glitchhikers: The Spaces Between, the game breaks the fourth wall during conversations with the mysterious Clerk at the rest stop. While these interactions primarily serve to guide the player through the game’s narrative and philosophical themes, they also offer subtle (and more overt) check-ins on the player’s emotional state and well-being:

  • Open-ended questions — The Clerk frequently asks open-ended questions that encourage introspection and self-reflection. These questions prompt players to consider their own experiences and perspectives, potentially leading to deeper insights into their own thoughts and feelings.
  • Validating player experiences — The Clerk often validates the player’s thoughts and feelings, acknowledging the unique perspectives and experiences they bring to the game. This validation can be particularly impactful for players who may be struggling with difficult emotions or life experiences.
  • Direct guidance — After particularly difficult encounters (such as conversations about death or grief), or if the player actively reports feeling troubled, the Clerk will walk the player through a self-care checklist (Have you had water? Eaten? Have you taken your medications?).

In all of these cases, the Clerk doesn’t act as if they’re speaking to a character in the world of the game, but instead directly to the player, even acknowledging in various ways that this is a game. By breaking the fourth wall in this manner, the Clerk makes it explicit that they’re checking in with the player, not just roleplaying a situation.

Decision tree in Glitchhikers
By breaking the fourth wall, Glitchhikers creates a unique and intimate experience that not only challenges players to think critically but also provides a space for emotional exploration and support.

For a more in-depth look at how Glitchikers holds space for players and practices player care, see The Power of Holding Reflective Space.

Kinder World: Wellbeing Plants (2022)

Kinder World: Wellbeing Plants is a mobile game designed to promote self-awareness, self-care, and overall well-being. It combines the relaxing activity of raising virtual houseplants with evidence-based exercises that encourage emotional awareness and gratitude. The game’s overall atmosphere and setting showcase a variety of other well-being techniques, such as biophilic design and salutogenic design.

Screenshot from Kinder World
Kinder World distinguishes itself by openly acknowledging its role as a digital tool for personal growth, directly addressing players and recognizing the intention to improve their well-being through the game. Image courtesy of TIGG.
Screenshot from Kinder World
Image courtesy of TIGG

Throughout the game, players are prompted to reflect on their real-life experiences and emotions. For example, emotional naming exercises invites players to identify and acknowledge their emotions in a nonjudgmental fashion, while the gratitude exercise encourages players to think about things they are thankful for in their own lives. This blurring of the lines between the game and reality helps players connect their in-game actions to their personal well-being.

Screenshot from Kinder World
Additionally, the exercise creates a lovely representation of your emotional landscape within a sand jar, each color symbolizing a different feeling. This subtle yet powerful message reinforces that all emotions are valid and, together, contribute to a beautiful tapestry of human experience. Image courtesy of TIGG.
Screenshot from Kinder World
The emotional naming exercise fosters self-reflection and acceptance, while also translating your investment in emotional well-being into tangible benefits for your virtual plants. By identifying and acknowledging emotions, you enhance the water used to nurture your plants, fostering their growth. Image courtesy of TIGG.

Kinder Worlds also allows you to send messages of encouragement to other players in a manner reminiscent of the game Kind Words

Screenshot from Kinder World
Players can send and receive messages of encouragement, even choosing the theme of the message they would like to send or receive. Image courtesy of TIGG.
Screenshot from Kinder World
An example of a real message of encouragement received from another player. Image courtesy of TIGG.

One noteworthy element of Kinder Worlds is that you have the option to share what you purchase, carrying the theme of generosity from self to others through even its monetization. This invokes a sort of breaking of the fourth wall in that it reminds the player of the presence of other players in the world.

Screenshot from Kinder World
An invitation to share that takes a moment to highlight the impact such an act may have, helping players feel a sense of contribution and kinship. Image courtesy of TIGG.
Screenshot from Kinder World
An example buy-one-give-one transaction prompt. Note that the artists who create these assets are also featured, adding a human touch to the transaction and highlighting the contributions of others.. Image courtesy of TIGG.

Through the fourth wall, Kinder World establishes itself as more than just a game. It becomes a companion and guide, encouraging players to practice self-awareness, self-care, and emotional wellness in their everyday lives. This can help players connect with the game on a deeper level, making it a more effective tool for promoting mental and emotional health.

It is worth noting that the developers have also produced more in-depth web resources to learn more about the techniques they have employed within the game, offering greater legitimacy and inviting players and other interested individuals to learn more. 

Clip from the Emotional Naming article
In one section in the Emotional Naming article it even talks about alexithymia, a very real struggle for many neurodivergent individuals and other forms of mental-health struggles. Image courtesy of TIGG.

As an example, in the article One simple practice to get (and stay) in touch with your emotions, the developers talk about the role of emotional naming. The author has obviously taken great care to create an accessible, relatable and comprehensive resource for players. 

Clip from the Emotional Naming article
Many caregivers find it challenging to understand the role video games play in their children’s lives, particularly when they don’t share that interest. Providing such accompanying materials can provide a meaningful way for parents to meet their children where they are, while also breaking down the stigma of gaming as inherently unhealthy. Image courtesy of TIGG.

Acknowledgments

With special thanks to Lucas J.W. Johnson (Silverstring Media), Dr. Rachel Kowert (Take This), and the expert team at TakeThis.org for their insights and feedback on this article.

Now what?

This list is by no means exhaustive, as new games are constantly pushing the boundaries of player care and demonstrating innovative ways to engage with their audience.

See below for more related content!

Also, if you have an example you’d like to share, please reach out via our contact form at the bottom. We’d love to hear from you!

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