This week, I have finished my Inspiration research, where I researched games and media that covered depression or other mental illnesses. Additionally, I also came up with a marketing strategy for the game. Though this took me longer than I had planned, I was also able to produce more interaction plans and re-design the previous ones, having finished the interaction plans section.
I have completed the Inspiration section. I researched the following games and media:
- Depression Quest (game)
- Actual Sunlight (game)
- TIE — A Game About Depression (game)
- Hellblade: Senua’s Sacrifice (game)
- That Dragon, Cancer (game)
- World’s Greatest Dad (film)
- Boys Don’t Cry (music)
These have helped me understand how different games and media approached the topic “depression” and “mental illnesses.”
After that, I was able to get in contact with people suffering from depression and hear their testimony of how it is to live with it. I managed to speak with 5 people of different ages and genders, which has helped me understand how depression affects each person differently. Even though there are symptoms that are common amongst most individuals, others are quite specific and depend mostly on the person’s life, background, and personality.
With all that in mind, I proceeded to explain how I would convey depression in my game.
The marketing strategy was challenging to me as I had never done anything similar for an indie title. As such, I focused more on taking low-budget approaches to marketing the game based on my real financial situation (which is considerably shorter than one of a big publisher…).
Here are some of the interaction plans I have designed. In total, I made nine different ones. I will post an example of a new one, a renewed one, and a minigame interaction plan: