Our game, ARCADIA, is a game about calming down and exploring nature during the pandemic and it is especially aimed towards children/youth with ADHD or other similar mental disorders. The player is in control and is able to execute activities and traverse the game space in their own time, so the world becomes their metaphorical oyster.
Through various mechanics, mainly free movement and the various almost scout-like activities, like lighting a bonfire, searching for crystals and swimming in lakes, it is possible for the player to achieve a sense of relaxation.
This is accentuated by the storyboard found below, conveying partly the atmosphere of the game, but also the emergent narrative. We have applied Henry Jenkins theories concerning narrative and game design (Game Design as Narrative Architecture, 2004), resulting in a non-linear gameplay and leaving the player with their own options regarding storytelling.
The technical platform of the game is based on computers to increase availability, ensuring that children can gain access. The game does not require additional technical or physical tools. This furthermore ties into the context and background of our project, as parents gain the opportunity to offer their children a peaceful space to help them cope with the COVID-19 situation, as it has been shown that mentally vulnerable children face added difficulties during the pandemic.
We have also constructed a moodboard (also found below) which emphasises the mysterious yet calming atmosphere, and the colours are meant to support this atmosphere. They are mainly jewel tones and the tones one would associate with appealing landscapes. The color scheme is chosen based on articles covering the connection between colours and emotions in video games (How Color Properties Can Be Used to Elicit Emotions in Video Games, 2016 & Colors and Emotions in Videogames, 2010).