Dementia

This game ideas notes consist of the following:

“You are not the one with dementia but the person battling it from a loved ones perspective. Accepting that the person you once knew is fading and will be gone is hard, but it is something you have to come to terms with sooner or later. Will you accept them for how they’ve changed? Or will it break both of you?”


Connections to consequences:

  • Action
  • Rejection
  • Acceptance
  • Effect

The game would hopefully play out as the following:

Gameline

This game will be driven by narrative, as this is a sensitive subject due to the harsh effects it has on the people who suffer from this, but also the families of those who are around those affected by Dementia. This game will comprise of showing the narrative through visuals, not just text and reading, and watching the environment change along with the story line that you, the player, would follow.

To explain the image above; corruption, broken and welcome are the three points of visual changes in the game. At the beginning it starts with mundane colour pallets for everyday life. They will dull down and begin to become dark and almost unwelcoming while we transition into the middle part of the game. The environments will be dark until you begin to welcome change within the story line, which means you would be coming towards the end section of the game. When you welcome change; accept it into your life, all the things you accept from the main person you, the player, follow. The new areas of the game environment during the welcome stage become colourful in amongst the previously corrupted ‘dark’ environments.

To note that this game would have to be organised well enough to at least gather at least a time frame of 10 minutes of game play, for me to be able to do this I need to get the whole thing across in this time frame. If I can get these visuals in at the beginning to the end in those 10 minute frame, I would be pleased, but if I have to resort I would be willing to use the intro scene to do the transition between the Corruption and broken stages.

This game was originally designed in 3D,  but I am unable to see if this is possible for one person to complete all in one term by themselves, so the logical action would be to reduce the workload and prioritise the things which are more important, that being the narrative. Now confirming that a 2D game would be more logical. The examples of visuals I have collected are the following:

You will notice that this covers only one game, some photos, character sheets, movie screenshots and then a programs visual marketing pieces. These show the visual idea I believe would work best for this. I still believe 3D would of made more sense but as mentioned above wouldn’t work out with the timeline. For this I would like the visuals to be a clean 2D imagery that you could mistake for 3D if not looked at correctly. The colours to not stand out unless they are necessary for something in the written narrative.


To connect to the comment about gameplay time above, I have planned out the method in which the game would start:

Beginning scene would be the main character’s mother walking down a corridor (the one who is suffering). You are given hints to the mothers name, some of her favourite things and other “unnecessary” events. Each door will have a name that will credit those who’s story that I have involved in the narrative – crediting them in a way. You have hold of your hint as to the name of your (the players) mother (in game), so you aren’t able to get lost and wonder into the wrong room.

Once you have been through the corridor stage and entered the room in which the mother resides, the main bulk of gameplay will begin as you interact and communicate with the mother figure.


I want to have the players not only think, but feel the situations that some families are experiencing or have experienced. It is a reminder that you are not alone, and that not all moments are dark, that light can appear anywhere in any moment if you actually give them a chance to appear.


Actions to consider if selected:

  • Speak to experts in this field or fields around the subject (examples):
    • Alzheimer’s.
    • Dementia.
    • Memory loss.
    • Elderly healthcare.
  • Visit old peoples homes and facilities.
    • Aim for ones that cater for people suffering. Will have things  like a memory garden or things that will aid with continuing their tenants independence for as long as humanly possible.
  • Speak to a charity/society:
    • Dementia UK (based in London)
    • The Brain Charity (based in Liverpool)
    • Young Dementia
    • Admiral Nurses
    • The Levy Body Society
    • Contented Dementia Trust

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(Shown in notebook 1, pages 110 – 111)