For a less facetious answer though, I’ve been really heartened over the past… about a year, I guess, that it seems like games are really trying to tackle themes of mental health and mental illness in ambitious and nuanced ways. It can definitely be hit-or-miss—I’ve heard conflicting takes about Hellblade, for instance—but that’s both a part of the difficulty of addressing serious issues in narrative and the really wide scope of experiences that mental illnesses like anxiety or depression can carry.
Out of what I’ve played, I felt like Night in the Woods did an extremely good job at depicting, in Mae’s anxiety/depression and Gregg’s bipolar disorder, mental illness as a complex and challenging part of a character’s life. And then Celeste just came along and framed its entire story around a personal battle with depression in a way that both nails the character and writing components, but works in a ludonarrative way that I think really points to the potential games have in telling stories like this.
Hell, in terms of attempts, I even felt like Doki Doki Literature Club presented a far more realistic depiction of depression than I ever expected in a VN, even if certain things later in that game might have cheapened that a bit. Right up to Sayori’s suicide, I kept trying to figure out which choices might have been able to keep her alive, and the realization that no, actually there was nothing the protagonist could do gave me a moment of “wow, well done game” that I don’t have very often. (Although, note to those devs, that game needed significantly better content/trigger warnings than what it had.)
Basically, despite everything, it does seem like the scope of what games are willing to tackle is expanding, and by and large I think that’s a good thing. And there will definitely be missteps and failures; that’s the nature of the beast. But as a writer, the best piece of writing advice I’ve ever gotten was that every story anyone ever writes is going to fail in some ways, so reach high and fail hard, and someone else might then use your failure as a stepping stone to something better. That’s how stories get better.