Most stories are about winning. Defeating the enemy. Conquering the challenge. Achieving the goal.

But there’s a different kind of story emerging-one that’s quietly radical:

Stories about healing. About restoration. About the slow, non-linear process of becoming whole again.

Not conquest. Recovery.

And these narratives are resonating deeply because they reflect something conquest narratives can’t: the actual shape of human healing.

The Hero’s Journey vs. The Healing Journey

Traditional Hero’s Journey:

  1. Call to adventure
  2. Trials and challenges
  3. Climactic confrontation
  4. Victory/transformation
  5. Return changed

Structure: Linear, escalating, culminating in a decisive moment

Healing Journey:

  1. Acknowledge brokenness
  2. Small, repeated efforts
  3. Setbacks and relapses
  4. Gradual integration
  5. Ongoing maintenance (never “finished”)

Structure: Cyclical, non-linear, no single climax

The critical difference: You “defeat” a dragon once. You manage trauma, addiction, or grief forever.

Why Healing Narratives Matter Now

The Mental Health Crisis

Statistics:

  • 1 in 5 adults experience mental illness annually
  • Anxiety and depression rates doubled during pandemic
  • Burnout is endemic across professions

Traditional narratives:

  • Often ignore mental health
  • Or “cure” it with one big moment (inspirational speech fixes depression)
  • Or use it as character flavor without depth

Healing narratives:

  • Center mental health as the actual story
  • Depict recovery as process, not event
  • Respect the difficulty and non-linearity

Collective Exhaustion

We’re tired. Of hustle culture. Of constant crisis. Of performative productivity.

Conquest narratives say: Overcome. Defeat. Win.

Healing narratives say: Rest. Recover. Be gentle with yourself.

The latter message is profoundly counter-cultural-and desperately needed.

The Architecture of Healing Stories

Restoration vs. Destruction

Conquest narratives: Take broken situation → destroy problem → create new order

Healing narratives: Take broken situation → gradually repair → restore wholeness

Example: Stardew Valley

Conquest version: “Defeat Joja Corp by destroying their building”

Actual healing version:

  • Restore community center (repair what was neglected)
  • Revive relationships (heal social fabric)
  • Rebuild your grandfather’s farm (restore family legacy)
  • Help townspeople heal (Shane’s recovery, Penny’s hope)

You’re not fighting Joja-you’re making them irrelevant by healing the community.

The Cyclical Nature of Healing

Linear stories have clear endpoints. Healing stories embrace cycles:

Daily rituals:

  • Water crops
  • Feed animals
  • Check on friends
  • Maintain your space

These aren’t “grinding”-they’re healing through routine.

Why this works:

  • Routine creates stability
  • Repetition builds mastery
  • Rituals provide grounding
  • Small daily actions accumulate into transformation

Real-world parallel: Therapy, meditation, exercise-healing happens through consistent small actions, not one big breakthrough.

Key Elements of Healing Narratives

1. The Broken Beginning

Healing stories start with something damaged:

  • A neglected farm (Stardew Valley)
  • A destroyed home (Spiritfarer)
  • An abandoned garden (Garden Story)
  • A grieving character (Gris, Rakuen)

The brokenness is never ignored or rushed past. It’s acknowledged, felt, honored.

2. Small, Tangible Actions

You can’t “defeat” grief. But you can:

  • Plant a seed
  • Clean one room
  • Talk to one person
  • Complete one small task

Healing games excel at making the small feel meaningful:

A Short Hike: Collect feathers (simple) → gain ability to explore (empowering)

Unpacking: Place objects (simple) → create home (meaningful)

Spiritfarer: Cook meals for spirits (simple) → provide comfort (profound)

3. Setbacks Are Normal, Not Failure

Conquest narrative: Hero fails → despair → rally → ultimate victory

Healing narrative: Character has good days and bad days (and that’s okay)

Example: Celeste

  • The mountain represents anxiety/depression
  • You die constantly (setbacks are mechanical)
  • But respawn instantly (setbacks aren’t punished)
  • Progress is incremental (each screen is a small victory)

Madeline doesn’t “defeat” her anxiety. She learns to manage it. The ending doesn’t cure her-it shows her accepting the ongoing process.

4. Community as Support, Not Audience

Conquest stories: Hero acts, community cheers

Healing stories: Community actively participates in recovery

Stardew Valley:

  • You help Shane confront alcoholism
  • But the community (therapist, support system) also helps
  • You’re part of his healing, not the sole savior

Spiritfarer:

  • You help spirits resolve issues before death
  • But they also help you process grief
  • Healing is mutual, reciprocal

5. The Destination Is Ongoing

Conquest ending: Problem solved, world saved, credits roll

Healing ending: Character is better, but not “fixed” - life continues

Celeste: Madeline climbs the mountain, but still has anxiety Night in the Woods: Mae returns home, but issues aren’t resolved Stardew Valley: No ending-you keep playing, keep living

The message: Healing isn’t a destination you reach and stay at. It’s a practice you maintain.

The Technique: Writing Healing Narratives

1. Start with Loss, Not Lack

Lack (conquest): Character doesn’t have power/knowledge/tool → Acquire it → become capable

Loss (healing): Character had wholeness and lost it → Rebuild it → become integrated

Why this matters: Loss creates deeper emotional stakes. We grieve what we had. We merely desire what we never possessed.

Examples:

  • Gris: Singer loses voice (grief visualization)
  • Spiritfarer: Deceased souls processing death
  • Stardew: Grandfather’s farm fallen to ruin

2. Make the Metaphor Physical

Abstract concepts (depression, grief, healing) are hard to depict. Effective healing narratives make them tangible:

Depression:

  • Celeste: A mountain that’s exhausting to climb
  • Gris: A colorless world slowly regaining color

Grief:

  • Spiritfarer: Ferrying souls to the afterlife
  • Rakuen: A fantasy world processing hospital trauma

Healing:

  • Stardew: A farm transforming from overgrown to thriving
  • Garden Story: A garden reclaimed from corruption

3. Use Environmental Storytelling

Show healing through the environment changing:

Visual progression:

  • Overgrown → maintained
  • Broken → repaired
  • Empty → populated
  • Gray → colorful

Stardew Valley’s farm over three years:

  • Year 1: Clearing debris, basic crops
  • Year 2: Infrastructure, animals, organization
  • Year 3: Optimized, beautiful, productive

You see the healing in the space.

4. Embrace the Mundane

Healing happens in ordinary moments:

  • Making breakfast
  • Organizing a drawer
  • Going for a walk
  • Talking to a friend

Don’t skip these. In healing narratives, the mundane is the plot.

Coffee Talk: You make coffee and listen. That’s it. That’s the healing.

A Short Hike: You climb a mountain slowly, talking to people. No rush. The journey is the point.

5. Create Rituals

Rituals provide:

  • Structure (predictability reduces anxiety)
  • Meaning (transforms mundane into sacred)
  • Progress (small repeated actions accumulate)

Effective game rituals:

  • Morning routine in Stardew (water, feed, check)
  • Cooking for spirits in Spiritfarer
  • Watering flowers in Animal Crossing

These aren’t “filler”-they’re the mechanical expression of healing as practice.

Depicting Mental Health Respectfully

DO:

Show recovery as non-linear

  • Good days and bad days
  • Progress with setbacks
  • No magic cure

Respect agency

  • Character actively participates in healing
  • Support is offered, not forced
  • Growth comes from within, aided by others

Avoid spectacle

  • Don’t make mental illness “cinematic”
  • Quiet depiction of real struggle
  • No romanticizing suffering

Example: Shane (Stardew Valley)

  • Alcoholic, depressed, suicidal
  • Heart events show therapy, support groups, setbacks
  • Romance doesn’t “fix” him
  • Years later, still managing (messy room persists)

DON’T:

Magic cure

  • Love interest fixes depression
  • One epiphany solves everything
  • Problem disappears after climactic moment

Inspiration porn

  • “Just stay positive!”
  • Character exists to inspire others
  • Suffering is romanticized or glorified

Trauma as plot device

  • Tragic backstory without exploration
  • Suffering exists only to motivate revenge
  • No depiction of actual recovery

Why Fixing Feels Better Than Fighting

Psychologically, restoration is often more satisfying than destruction:

1. Creation > Destruction

Destruction:

  • Temporary satisfaction
  • Creates void
  • Often requires more destruction

Creation/Restoration:

  • Lasting satisfaction
  • Fills void
  • Enables further creation

Example:

  • Destroy enemy base (done, empty)
  • Restore community center (ongoing, generative)

2. Before/After Satisfaction

Healing narratives provide clear visual progress:

  • Here’s the broken thing
  • Here’s it getting better
  • Here’s it whole

The transformation is visible and personal.

3. Alignment with Real Life

Most players will never:

  • Save the world
  • Defeat a dark lord
  • Lead an army

Most players will:

  • Try to recover from something
  • Help someone they care about
  • Attempt to fix what’s broken in their lives

Healing narratives are applicable.

Examples of Masterful Healing Games

Spiritfarer

What’s being healed: Grief, unfinished business, fear of death

How:

  • Ferry souls to afterlife
  • Help them resolve final issues
  • Say goodbye with grace

Why it works: Death isn’t defeated-it’s honored. Healing is letting go.

Celeste

What’s being healed: Anxiety, self-doubt, depression

How:

  • Climb mountain (face fear)
  • Work with “bad” part of yourself
  • Incremental progress despite constant setbacks

Why it works: Mental illness isn’t cured-it’s managed. Healing is acceptance.

Gris

What’s being healed: Grief, lost voice/agency

How:

  • Traverse emotional landscape
  • Regain color (representing emotion)
  • Rebuild wholeness

Why it works: No enemies, no words-just pure emotional journey.

Stardew Valley

What’s being healed: Burnout, corporate alienation, community decay

How:

  • Leave office job
  • Restore farm and community center
  • Build relationships, find purpose

Why it works: Systemic critique (Joja) + personal healing + community restoration

The Therapeutic Power of Narrative

These aren’t just games-they’re narrative therapy.

Research shows:

  • Narrative helps process trauma
  • Metaphor creates safe distance for difficult topics
  • Interactive agency enhances engagement
  • Repeated ritual supports real behavioral change

Healing games leverage all of this.

Practical Takeaway

To create a healing narrative:

1. Identify what’s broken

  • Physical space (farm, home)
  • Relationship (family, community)
  • Internal (mental health, grief, identity)

2. Make healing tangible

  • What small action represents recovery?
  • How can progress be visualized?

3. Design for repetition

  • What ritual could be meaningful?
  • How does repetition create transformation?

4. Respect the timeline

  • Healing is slow-embrace that
  • No instant fixes
  • Value the process, not just outcome

5. Create space for setbacks

  • Bad days are normal
  • Relapse isn’t failure
  • Progress isn’t linear

The Radical Act of Healing

In a culture that valorizes conquest, strength, and constant achievement, healing narratives are revolutionary.

They say:

  • It’s okay to be broken
  • Recovery is worthy of story
  • Small acts matter
  • You don’t have to be fixed to be valuable

We don’t need another story about saving the world.

We need stories about saving ourselves-and each other-one small, repeated, imperfect action at a time.


Next: Quiet Protagonists in Loud Worlds - Why the farmer doesn’t speak