
NORA
A Support System Game for Depression
Description:
Nora is a third-person, narrative-driven puzzle and role-playing game designed to support individuals with depression and their support networks. The game immerses players in the dreams of Nora, a patient with depression, to help her navigate her emotional struggles.
Problem Statement:
As depression rates rise among young adults and teenagers, there is a critical need for tools that help caregivers provide effective support. Nora aims to bridge this gap by offering an engaging, educational experience for both patients and their support networks.
Goals:
-
Recognize symptoms of depression and understand its impact.
-
Practice effective communication strategies to support individuals with depression.
Game Summary
01.
RPG Puzzle Game
Adventure
02.
3D & Stylized
03.
Narrative Core
04.
Mental Health Problem
Depression
05.
Support Network
Feature
Platform & System
"Nora" is initially crafted for the PC gaming community, with a planned release on the esteemed Steam platform. In anticipation of a successful reception, we are committed to broadening our horizons by adapting the game for mobile devices and the Nintendo Switch console. This strategic expansion aims to cater to diverse gaming preferences and ensure a seamless experience across multiple platforms.
Target Audience
Supporting network of people who have Depression(Family, friends)
General public with an interest in mental health
Gamers
(15+ Years Old)
Genre
Role-play Puzzle Game, Narrative focused, Visual Novel
Monetization Model
Steam/Other platform one-time purchase
Educational service organization
Concept Overview
Learning Problem
As young adults and teenagers increasingly experience Depression, affecting both them and their support networks, a growing number of caregivers(family and friends) are searching for ways to assist friends or family members coping with the condition.
In this context, my project aims to develop a game application, intending to fortify the support networks around those impacted by depression through the provision of a playful learning experience and constructive advice for their family and friends.
Theme & Setting
Theme:
"Dream Remodeling Therapy" is an role-play adventure game set in the futuristic world of 2150, focusing on the innovative treatment of depression. The player assumes the role of Dr. Edi, a dedicated researcher at a cutting-edge medical institute, tasked with navigating the intricate dreamscapes of a patient named Nora. While the game is grounded in a scientific future, it delves into the supernatural realm of dreams, where emotions, memories, and traumas intertwine.
Setting:
The game is set in a highly advanced medical research institute specializing in "Dream Remodeling Therapy," located in a futuristic version of Earth. The institute serves as the starting point for the player's journey into the open world of Nora's subconscious, which spans various dreamscapes, each representing different aspects of her psyche. The settings blend elements of reality with fantastical dream environments, creating a rich and immersive world for the player to explore.
Objective
Learning Goals:
Players will take on various roles (friends, family, experts, or classmates) of someone experiencing depression. Through immersive gameplay, they will learn to recognize the symptoms of depression, understand its impact, and develop empathy.
Players will also practice effective communication strategies to support someone with depression, with the aim of applying these skills in real-life situations.
Game Objective:
Create an immersive/enticing and interactive experience: Captivates players from the outset, ensuring that they are drawn into the game for its entertainment value first.
Meaningful game: Weave educational content throughout the gameplay, ensuring that players absorb information organically as they play.(Play to Learn)
Narrative
Story Background
In 2150, Dr. Edi (the player) joins a new medical research institute as a trainee to explore a groundbreaking therapy for depression: Dream Remodeling Therapy. One day, Edi accidentally breaks a candy jar in the dream archives, triggering an alarm. Unbeknownst to Edi, the jar and its colorful candies represent the dreams of a patient named Nora. The shattered jar and dispersed candies turn into a powerful energy that cause a severe emotional impact on the dream's owner, pulling Edi into the dreamscapes.
Each dreamscape is like a cage filled with trauma and shadows, with unique locks and keys. The key to navigating and re-materializing each dream is to find the corresponding lock and key, leading Nora out of the cage to reassemble the dream. The locks and keys are metaphorical representations of various concepts, not limited to physical locks and keys. They could represent childhood shadows, traumas, environmental factors, or even personal thoughts and flaws.
In the dreams, Edi intervenes as a companion to the patient, so the role and perspective vary in different dreams, potentially appearing as Nora's friend, family member, pet, stranger, natural element (wind, noise), or even the patient herself.
After completing the task of reassembling the dreams and returning to the real world, Edi finally gets the chance to explore the dream archives, discovering many different dream files and lives affected by depression. Years later, a new intern arrives at the Dream Research Institute, and Nora, who has returned to normal life with the help of others, now hopes to be the one who helps others.
Characters
Core characters:
Edi:
Nora:
Nora's Friend - Tim:
Nora's Mom:
Nora's Cat:
Nora's Doctor(in the dram remodeling therapy):
NPCs:
Gameplay & Mechanics
Genre
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Levels Design
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User Interface
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Learning Design
Genre
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