A Japanese hikikomori released a game after 6 years of development [video]
Game and Reception
- Commenters praise the video as “refreshing” and the developer as charming with unexpectedly strong English.
- The game is described as a quirky, “Home Alone”-style concept; some buy it on Steam and are curious to watch its Early Access evolution.
- A TV documentary about the same developer is mentioned as worth watching.
Definitions: Hikikomori, Shut-ins, NEET
- Multiple participants debate the meaning of “hikikomori” versus “shut-in” and “NEET.”
- One narrower view equates shut-ins with total non-participation and “nothing happening” in life.
- Others push back, citing the broader clinical-style criteria (staying home almost all the time, avoiding social situations, significant impairment for >6 months, no obvious other cause).
- NEET is noted as different: not working or studying, but often still socially active; hikikomori implies severe social withdrawal.
- Some point out that someone developing and releasing a game can still be a hikikomori.
Remote Life, Technology, and Isolation
- One line of discussion calls it “neat” that modern tech allows people to live, work, shop, and get healthcare without leaving their room.
- Others see this as dystopian or “horrifying,” a step toward VR-escapist futures.
- Debate over whether remote work and online-only life are healthy: some remote workers with almost no offline contact identify as shut-ins and are content.
- Critics argue this normalizes pathology and enables a perpetual-adolescence lifestyle.
Human Needs, Mental Health, and the Outdoors
- Several argue humans are inherently social; zero in‑person interaction and never going outside is said to be unsustainable for mental health.
- Others strongly disagree, reporting genuine preference for solitude, indoor life, and even thriving during strict COVID lockdowns.
- Some describe severe anxiety and sensory overload that make going outside or interacting feel unbearably painful.
- There is disagreement on whether “everyone eventually suffers” from isolation.
Social, Demographic, and Ethical Concerns
- One thread worries about shut-ins’ low rates of procreation and downstream effects on pensions and support ratios.
- Others counter that:
- Declining fertility is widespread, not just among shut-ins.
- “Breeding” should not be equated with societal contribution.
- Endless population and productivity growth is ecologically unsustainable; some argue population shrinkage is necessary given resource overuse (Earth Overshoot Day is cited), while others dispute overshoot or emphasize lifestyle change instead.
- There is broad recognition that transitioning to a smaller population without severe suffering is an unsolved problem.
Parenting and Extreme Withdrawal
- A parent (later deleting details) describes a teen who has effectively shut in, triggering state pressure over missed schooling.
- Responses:
- Strong suggestions to seek professional mental health help (depression, anxiety, autism/ADHD are mentioned as possibilities).
- Emphasis that games may be a coping mechanism, not the root problem; simply removing them could be harmful.
- Others argue that some boundary-setting (e.g., limiting games, pushing small steps outside the comfort zone) can be necessary, drawing analogies to structured inpatient treatment.
- There is moral disagreement: some see cutting access to beloved activities as cruel; others see non-intervention as condemning the child to lifelong dependence.
- Several highlight how hard it is to get appropriate psychiatric support and accommodations; truancy laws can clash with severe anxiety or withdrawal.
- Suggestions include home education, gradual skill-building (e.g., small creative projects like simple games), and building trust-based, collaborative plans with the child.
- A few share personal stories of extreme withdrawal in youth followed by partial recovery through therapy and family support.
City vs. Forest Hermitage
- Some fantasize about hermit life in forests with decent internet instead of cities; others reply that cities provide essential services and comfort that wilderness cannot easily match.
- Arguments note that humans historically lived in communities, not isolated cabins, even if not in modern cities.
Culture and Media References
- “Welcome to the N.H.K.” (novel/anime about a hikikomori making a game) is repeatedly referenced as thematically similar.
- Opinions vary: some say it still holds up as a nuanced depiction of depression, anxiety, and mutual “rescue”; others think it has dated elements (fan service, incel-like protagonist), though it doesn’t endorse those attitudes.
- Broader points raised:
- Japan’s hikikomori phenomenon gets outsized global attention despite low NEET rates compared to some Western countries.
- Explanations include Japan’s strong conformity norms, and its deliberate export of subcultures (anime, “Cool Japan”), contrasted with China’s more controlled public image.