Initial Mechanic
The initial mechanic we came up with the first game idea from was the Antelope mechanic. In the Antelope mechanic, you had to jump on top of another antelope in order to overcome an obstacle (e.g. jump across a cliff), but then, when trying to find a reason and a purpose for the antelope you jump on, we didn't have much luck. Then, we thought maybe we could make it a multiplayer game, and have the players compete against each other, but I don't believe this would be a good approach to migration, competing against each other and aggressiveness in the essential experience is not what we want. Then, when thinking about migrations, and why animals might migrate, we came up with this:
GAME IDEA NO. 1
[Version 1.0] Saturday, November 8th
The game would start off with an animal in its natural environment, who then starts playing/running, and the player has to control the character. Then, it encounters different obstacles, less and less usual for its environment, to the point where the environment changes and the animal is confused and disoriented, being unable to adapt (e.g.: a fish has to climb a tree to survive). Meanwhile, in the background, you can see the effects of human activity (e.g.: deforestation, trees falling). In the middleground, you can see other player's characters running and trying to survive. This would offer a sense of belonging, showing the player they are not the only ones going through a hard time. When you eventually fail to keep the animal alive, since the environment won't allow you to, you get a new character and have to go forward with it and keep it alive, until the environment changes again. This change of scenery will help the player learn about migration - how universal it is, but also about how affected animals can be by our pollution and ignorance.
​
The game would be a parallax 2D side-scroll, the animals having to constantly move, just like in real life. To make the game more engaging, we thought about how animals communicate, on different frequencies and rhythms. Therefore, the character would have to rhythmically avoid obstacles or jump over cliffs, being in sync with the background music. This would offer a new level of connection between the game and the player who controls the characters. Every time the scenery and the animal changes, there would also be a different mini game the players have to figure out, linking the game more to the process of migration.
​
As the game progresses, from the beautiful and nature filled starting point, the players will find themselves in an environment controlled by people, a city - where the colour scheme is sad, and animals find a dead end to their habitat. At the end, there's going to be an innocent child, who doesn't know what happened, but the last animal looks at him with anger, and walks away - sad ending. Hopefully, this way, we can not only educate players on the big issue that is pollution, deforestation, but also open their eyes on the forced migration issue - no animal leaves their habitat for the sake of it, in the same way humans wouldn't leave their countries if they had good life conditions there, and it's never easy for them to adapt to new homes and cultures.
[Version 1.1] Thursday, November 21st
From the research we all gathered last week (see Wildlife Threats Research), today we met and decided how we want the game to go, what animals we want, the environments and the challenges that they will have to face. We decided that we should select three completely different environments (as levels), to showcase how urgent the situation is, and to put the animals in ridiculous situations, which will drive the player to the realisation that what is happening in not okay.