Be Calm... Game Design Document (Preliminary)

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BE CALM‌ A game about meditation

Game Design Document

Ryan Murdoch

ryanmurdochsounddesign@gmail.com


Table of Contents 1 Triadic Game Design...........................................................................................................................2 2 Target Audience..................................................................................................................................5 3 Definition............................................................................................................................................5 4 Premise and Story World....................................................................................................................9 5 Challenges (Flow)..............................................................................................................................10 6 Gameplay Mechanics........................................................................................................................11 7 Gameplay Loops...............................................................................................................................11 8 Resource Management.....................................................................................................................12 9 Player Objectives..............................................................................................................................13 10 Conflict...........................................................................................................................................13 11 System Procedures.........................................................................................................................14 12 Player Procedures...........................................................................................................................16 13 Rules...............................................................................................................................................16 14 Heuristics........................................................................................................................................17 15 User Interface.................................................................................................................................17 16 Game Assets/Art (Early)..................................................................................................................18 Appendix 1...........................................................................................................................................20

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1 Triadic Game Design 1.1 Reality Domain The chosen domains for ‘Be Calm…’ include mental health, anxiety, meditation and mindfulness. The project aims to address these areas through narrative, biofeedback and playful design approaches underpinned by pedagogical approaches. Problem Mental health is a huge problem in the UK and worldwide. In 2015 mental illness took up the largest portion of the NHS burden (28%) despite only receiving 5% of the NHS budget. Research indicates that one in six people in a given week will experience a symptom of mental illness. A fundamental component to the current approach to treating mental illness is the practice of mindfulness meditation. Practicing meditation can be done at any time, requires no medication and is essentially free. With mindfulness meditation being of such use in a number of mental health disorders such as PTSD, depression and anxiety it leaves the question, what is the most efficient way to inform and teach this practice. Factors Critical -

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The act of meditating (producing theta and other brainwaves) is an autonomous function of the mind. It is uniquely experienced and hard to articulate. Standard approaches (see Appendix 1) to teaching meditation are rarely enough to impart a deep understanding of meditation. Lack of understanding of the functioning of the mind with regards to the science of meditation and the brain. An awareness to the quantifiable information regarding these areas can help contextualize the experience of meditation.

Environmental -

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Though various types of meditation are practiced all over the world, they are particularly practiced historically throughout eastern cultures. The adoption of meditation techniques has not existed to the same degree in western countries. Like many countries the UK’s attitude towards mental health was of immense stigma historically. However as awareness and understanding has increased this stigma has dissipated and generally public attitude towards mental health is one of sympathy and empathy. Though there was a great increase in awareness for physical health, little is taught about mental health or self-regulation in education, particularly early education.

Relationships 2


- Sociological background. - Lack of exposure to education regarding meditation and mental health.

Resulting Problems

- Uniquely experienced. - Hard to articulate. - Lack of scientific awareness.

Environmental

Critical

Relationships between critical and environmental factors.

- Lack of awareness. - Lack of understanding. - Mental Health and meditation misconceptions

Process

- Neurofeedback. - Exploring both mediation and mental health through gameplay and narrative. - Encouraging the contextualization of presented information, with hopes of deep learning

Intended Outcomes

- Lack of awareness. - Lack of understanding. - Misconception

Intervention

Resulting Problems

The process of the intervention and its perceived effect on the problem and relating factors.

- Increased awareness. - Scientific understanding. - Deep and transformative learning regarding the problem area.

1.2 Meaning Value Educating users on mental health issues and existing approaches to managing them (meditation). Providing novel neurofeedback for an engaging and informative experience of their own meditation. Purpose To serve as an experience to develop both scientific and perceptual understanding of meditation and its effects on mental health. Using narrative to present information and develop understanding. Utilizing neurofeedback to engage users in a real-time, novel and first-hand experience of their own brain-function. Using gameplay and narrative to frame and contextualize the scientific and experiential understanding gained.

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Strategy Bateson’s ‘Learning Levels’ will form the pedagogical framework for the game’s design approach. With regards to the first three of Bateson’s levels, from ‘rat in the maze’ interaction (level zero) to transformative or deep learning (level three).The game design will attempt to support all three stages of learning.

Learning Levels as a Framework for Game Design

Level Zero: Low Level Response and Information Interaction with Neurofeedback

Presented Information

Level One: Contextualization/Framing of Information Responsive Environment

Game Narrative/Exploration of Environment

Level Two: Transformative/Deep Learning

Mastery of game environment and mechanics controlled by neurofeedback

Narrative depicting real world application

Additional Pedagogical Design Deep Learning Approaches -

Constructed knowledge, knowledge spread over three levels.

Gee’s Learning Principles -

Risk taking, avoiding traps and danger. Explore, think laterally and rethink. Splash-screens between levels/gameplay giving players time to consider previous level and learning. Customization. Ability for the player to increase or decrease difficulty (Beginner/Moderate/Expert). Just in time - on demand. Have information easily accessible to players in the game menus.

Flow Theory 4


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Three levels of increasing challenge. In-level adjustable difficulty to avoid frustration.

Key Learning Outcomes: -

Basic scientific understanding of meditation. First-hand experience of meditation from neurofeedback. Real world usefulness of meditation techniques.

2 Target Audience Those interested in meditation or those who may benefit from it. Audiences with little or no existing knowledge of meditation and brain-function. Though the application is intended to be accessible as possible its 3D platformer format will appeal to gamers familiar with the style. As a fairly popular genre of games hopefully this does not form a barrier to unfamiliar audiences.

3 Definition 3.1

Main Story

The narrative, depicted in 2D art before and following the 3 levels of 3D gameplay, follows Kevin; a boy with anxiety. Introduction 2D Kevin struggles with a rough day in the grasps of anxiety. Kevin feels anxious in various everyday situations, humanizing the character and the condition. At night Kevin falls asleep to a nightmare. Introduction to the Science and Technology 2D When we sleep we produce the same brainwaves as when we meditate (Alpha, Delta, and Theta). The player is familiarized with the workings of the EEG neurofeedback technology used in the game through 2D visualizations. The player is encouraged to meditate to positively influence Kevin’s dream. Gameplay 3D Kevin must escape his unsettling dream aided by the player’s conscious efforts to meditate. Images of his anxiety inducing day are displayed across the game’s levels. The player takes on the role of Kevin’s guardian and protector; encouraging empathy towards Kevin and anxiety sufferers. Conclusion 2D By conquering the dreams challenges Kevin learns to be calm and meditate. An equally daunting day is met by a calm and happy Kevin. Imagery of the dangerous traps from his 5


dreams, superimposed on previously daunting situations fade away as he meditates to help manage his symptoms. 3.2

Game Environment

The main 3D game environment is that of Kevin’s nightmare. The environment acts as a manifestation of Kevin’s anxiety. The aesthetic is that of horror and unease. With tense musical loops and unsettling sound design.

Sprawling dungeon’s full of dangerous traps and perils are lit by flickering firelight. Creating a claustrophobic environment.

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This is contrasted by eerie sections of foggy, broken bridge. Adding variety to the game environment whilst remaining true to the horror aesthetic. Environment Design Choice To fit the narrative of the game the environment forms a metaphor for Kevin’s struggle with anxiety. It could be argued that in a game focused on teaching meditation perhaps the environment should be relaxing and serene. A frightening environment was chosen to enforce the idea of a challenging experience, that wouldn’t pander to players. Instead giving them something to conquer along with the games character. This choice was made with the intention of giving the player a greater sense of achievement in beating the game. Additionally enforcing anxiety as the game’s antagonist and the player and their meditation as the agency behind Kevin’s eventual victory. 3.3 -

Defining Game Content 3D platformer. 3rd person. Three increasingly difficult levels/stages. Character focused 2D narrative, punctuating levels. Meditation neurofeedback game. Neurofeedback: showing user’s real-time brainwave activity through audio or visual feedback. Meditation: The calming process of producing theta brainwaves. (Alpha and Delta in deep states of meditation.) Challenging 3D platforming environment that responds to meditation.

Gameplay: Keyboard Input and Game Objectives Players are given control of Kevin as he manoeuvres through the three dungeon levels. The player can run in all directions and jump to avoid traps and obstacles. Damage sustained from traps gradually depletes Kevin’s health resulting in game over and a restart being offered. By reaching the end of each level the player can proceed onto the next. Meditation Neurofeedback Influenced Gameplay The player’s real-time mediation value acts as a key game mechanic with significant impact on the gameplay. The player’s value is measured, with a minimum meditation score of zero and a maximum of six. The player can adjust the difficulty of the system (Mediation Experience: Beginner, Moderate and Expert). The system automatically reads the players mediation (a value created by an algorithm that extrapolates mediation level from related brainwaves in the EEG headset hardware). This is read as a value between zero and ten, by adjusting the difficulty the player can choose the six points between the maximum and minimum they desire. As displayed here:

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The player’s scalable meditation score (0/6) interacts with several elements of the game: -

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Game time is slowed as meditation score increases (Time.timescale). Allowing the player to greatly slow the speed of the traps and dangers presented in the environment. Player’s speed stays constant, allowing them to easily move through slowed time. Allowing them to jump for greater distances and outrun danger with greater ease. Audio pitch and speed are lowered creating a slow-motion effect. Certain doors can only be unlocked by intense meditation. Player can meditate to reveal visual instructions on direction to assist their escape.

Post Level Scoring and High Scores After each level the player is presented with feedback on their performance: their level completion time, their average mediation score (out of six) and a game score based on their completion time and overall EEG readings out of ten, this scores the player disregarding chosen difficulty. Highs scores can be recorded to allow players to replay the levels to beat scores and higher difficulties. Supporting re-playability and a structured challenge. 3.4

Game Duration and Player Interaction Mode

Level Duration: Levels are fairly short, increasing progressively in length. However each could take as little as five minutes to complete, depending on player progress. Interaction: Players can control Kevin’s avatar, running and jumping through the environment. They can control the games speed and interactive elements using meditation as listed in the previous section. Players can also interact with the pause menu, using keyboard input and the displayed cursor to select options. Including game audio levels, level difficulty and restart/quit functionality. There is also a game over screen allowing the player to retry the level or quit. Game Duration: Around 20 minutes. With a short set 2D introduction and ending (intended to each be around 2 minutes long) and with 3D gameplay time being around 15 minutes in total, with informative 5 second splash-screens during level loading. Interaction: Outside of level-based gameplay players can interact with the games main menu screen. They can select unlocked levels, change game options and learn more about meditation, the equipment used and the game. As well as start a new game and quit the game. 8


4 Premise and Story World 4.1

Premise

‘Be Calm…’ guides and encourages the player to practice meditation. Doing this not only relates to the games narrative, allowing player to help Kevin conquer his nightmare, but also the ease with which the player can progress through the game. 4.2

Learning Context

Learning outcomes are encouraged and contextualized by: Narrative -

Increased awareness of mental health issues, in particular anxiety. The potential use of meditation as a means of combating mental health issues. Basic understanding of the science underpinning the game.

Gameplay -

Representation (though a somewhat dramatic one) of suffering with anxiety. Live interaction with meditation neurofeedback. First-hand experience of meditation. The potential use of meditation as a means of combating mental health issues.

These learning outcomes are supported by additional information easily accessible through the main menu. 4.3

Story world

We experience Kevin’s reality through a 2D window, we are somewhat removed from it and cannot influence protagonist’s initial anxious day. As Kevin falls asleep we are introduced to the science behind the game. When Kevin enters his nightmare we follow him into a new 3D world. This world reflects Kevin’s affliction and state of mind. By conquering his fears and escaping his nightmare he learns to be calm, mirroring the intended learning. The happy ending acts as a reward for players upon completing Kevin’s nightmarish trials.

5 Challenges (Flow) 5.1

Challenging Activities That Require Skills 9


‘Be Calm…’ can offer a variety of difficulties, with player chosen difficulty and increasing levels of difficulty and mechanics introduced across the three levels. This allows players to customize the challenge of the game appropriately allowing them to remain engaged with the gameplay. The main mechanic or skill to be mastered is that of the player control of meditation. By focusing the game’s challenges around the mastery of this mechanic it creates a unique gaming experience and underpins the key learning intended. 5.2

Merging of Action and Awareness

The player’s immediate control over the character, interaction controlled by keyboard input. Is enforced by the character’s in-game interaction with the environment, both physically and sonically. The player’s meditation is displayed, but the player is made constantly aware of their meditation’s impact on the game environment by its real-time reaction. 5.3

Clear Goals and Feedback

The narrative sets the scene for an overall goal of the game; saving Kevin from his nightmare. Level loading splash-screens and in-game UI make clear the player’s individual level goals. This way the player is clearly and naturally guided. Feedback is given to the player regarding their actions in the 3D game-world, extra attention is given to letting the player know when they take damage and lose health. Audio and animations provide feedback in the 2D interface of the ‘main menu’ and pause menu. Realtime environment (time/sound/interactive ‘set-pieces’) provide players constant feedback of the monitoring of their EEG meditation reading. 5.4

Concentration on the Task at Hand

Players are presented with pleasant 2D art while learning about the narrative and game, in attempts to not over stimulate players and to aid engagement. During gameplay concentration is need to safely manoeuvre the game environment. Additionally a kind of focus is required to meditate, clearing the mind in itself is a kind of concentration intensive activity. Therefor to interact with the game’s central mechanic player must remain focused. 5.5

Paradox of Control in the Game System

As the game is focused around increasing difficulty and adding new challenges over levels, players remain naturally engaged with master of the gameplay. ‘Scaffolding’ or staggering learning over the course of the game allows the game to feel natural, progressively challenging and appropriately complex.

6 Gameplay Mechanics Using Serious Game classification to describe gameplay mechanics. Character Gameplay 10


Character gameplay can best be described using this simple classification as ‘Move’ and ‘avoid’. They are given control of the characters movement and quite obviously need to avoid the traps and dangerous of the game environment.

Player Meditation Influence The player’s meditation works as an interesting mechanic, it is certainly novel which makes for difficult classification. It can form an ideal state to match in order to interact with game objects, such as opening doors by maxing out meditation. It can also act as a kind of directly player generated resource, by managing it the player can benefit from choosing to control the game’s speed and challenge. A great deal of the gameplay interaction is dictated by the player’s constant reading.

7 Gameplay Loops Simplified gameplay loop with reference to classified mechanics

Manage Avoid Move

Gameplay loop with reference to ‘Levels of Learning’

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Zero Presented Environment

Two Follow/contextualize narrative Example of real world application

One Contextualize Information/Explore Environment

The level progression and UI/Splash-screen information present the user with a series of new environments and challenges. As these levels are completed the information in them is contextualized and the environment is explored, framing the learning. The process loops with every new level. As the game progresses this feeds into the narrative and real-world contextualization of the information presented.

8 Resource Management Player’s health is the game’s primary resource, the health is reported based on character collisions and displayed to the player. To complete the level the player must successfully maintain their health. The player’s meditation could be described as a resource, by managing this the player has direct interaction and influence over the game-state. As time is used for player scoring it could be considered a resource.

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9 Player Objectives Primary Complete levels and game. Secondary Master meditation to overcome the game’s challenges. Additional Gain high scores. With Reference to Bartle’s Player Types -

Achievers: Master and beat the game. Score highly. Explorers: Explore and interact with the 3D environments.

With Reference to Lazzaro’s Player Types -

Internal Experience: Transformative narrative. Easy/Hard Fun: Customizable challenge caters to both easy and hard fun player types.

With Reference to Yee’s Player Motivations -

Achievement Component: Master meditation and the game. Immersion Component: Exploration and ‘relaxed escapism’.

With Reference to Self Determination Theory -

Competence: Game balance and mastery. Paradox of control. Relatedness: Empathy towards game’s protagonist Kevin. Autonomy: Feeling of agency over the environment and the character. Natural involvement and learning.

10 Conflict It could be argued that the game setting is juxtaposed to the intention of the game. It is possible that the eerie game content and the technological monitoring of user’s brainwaves may not be conducive of a ‘meditative’ experience. Hopefully the use of a monitoring device and horror aesthetic will not cause a barrier to the game and its intended learning.

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11 System Procedures Gameplay Procedures

Collison Detection

Level Progress

Health

Player EEG (See diagram)

Keyboard Input Character Control/UI interaction

Feedback

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EEG Meditation Input Procedure Diagram

Player EEG monitored by headset

Meditation level calculation on headset hardware

Arduino 1 receives reading via bluetooth

Hardware LED show user meditation

Hardware

12 Player Procedures Starting Action: 15

Arduino 2 recieves value

Sent via COM port to Unity

Processed by 'Uniduino' API and brought into Unity


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Progress through title menu. Engage with game’s short 2D narrative Select difficulty.

Progression of Action: -

Explore/progress through 3D levels. Avoid traps and dangers. Meditate to overcome the game environment.

Special Actions: -

Interact with various menus, offering game options, navigation and additional learning materials.

Resolving Actions: -

Complete the game level. Progress successfully through all three game levels.

13 Rules Rules Defining Objects Traps -

Do varying amounts of damage to the player on collision. Speed of constant motion controlled by player meditation.

Doors and interactive objects -

These objects functionality are engaged through achieving various set levels of meditation.

Level Environment -

The level environment contains the action and player. Jumping off or leaving the level results in a game over. Reaching the end area of the level triggers progress to the next.

Player Character -

The player character is controlled by keyboard input and can run and jump. Players can meditate to allow the character to travel with greater speed and velocity. The player character will take damage on collision with traps.

Rules Restricting Actions -

Players must complete levels to progress. Players must stay within the bounds of the level and environment 16


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Players must avoid traps and dangerous areas.

Rules Determining Effects -

The player’s meditation determines the reaction of the environment, game time and interactive game elements. Colliding with traps deals damage. Running out of health results in game over. Reaching the finish area of each level allows the player to progress. Selection of difficulty in-game determines the required amount of player meditation.

14 Heuristics Directional Heuristics -

Information and mechanics described in game UI. Linear level layout. Interacting with environment for insight into direction to progress.

Positional Heuristics -

Player’s meditation level is displayed in the UI. Player’s health is displayed in the UI. Splash-screens make players aware of their progression through levels and the game.

15 User Interface

Meditation

(Early In-game UI) Be Calm… Main Menu UI

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Health


16 Game Assets/Art (Early) Environment

Game Objects

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Character

Assets either created in Unity/Blender or sourced from the Unity Asset Store.

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Appendix 1 Example of currently deployed educational resources regarding the problem area.

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