Now that I had some solid research behind me it was time to begin thinking about how I would communicate my chosen SDG to my audience.


Mind Map

I started the ideation phase by mind mapping some of the different approaches I had looked at in my research. From here I was able to take aspects I felt might work best to deliver my goal. I felt that idea of gamification was the strongest. It had the strongest mention within my research, in regards to the different mediums used for children and I personally feel it allows for the most exploration to take place.

From here I mapped accordingly with what I felt would work best within a game of sorts. I felt that humour would be important and could possibly act as that hook I mentioned in my research. Storytelling would of course play a big role how to help retain the users attention as well as making it a memorable experience. I think story telling might pair well with different endings/outcomes within a game as it allows for replay ability and adds a sense of agency which was noted within my user personas. I considered my limitations within a figma prototype and felt that using a text heavy approach might make it more feasible in terms of what I am able to accomplish, this paired with quizzing could perhaps form the games main mechanics.

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Earthbound

I used to be quite an avid gamer, less so these days. That said I still have a great affinity toward the industry. I have also felt I found a weird tertiary education in the form of gaming and its ability to expose users to unique and challenging concepts. One of the most poignant and actually one of my favourite games is Earthbound. It is a JRPG that was released in 1994. The thing about Earthbound is that it is just weird. You play as a boy tasked with saving the world to put it simply. On your quest to do this you encounter enemies in all shapes and sizes, literally. Enemies take the form of stop signs, taxi’s, cult members and even robots from the future that travel back in time to hunt you down. The list is really endless. It is this abstract approach paired with the games nonsensical dialogue that create such a unique experience. I think its the humour of it all that really stands out to me. NPC’s will have some of the most hilarious and thoughtful dialogue that you may never come across as you simply didn't choose to interact with them

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Enemies

As I mentioned before, the enemies within Earthbound come in all shapes and sizes. This obscurity allows for some really playful interactions and dialogue. I think this type of approach to hostility and battles brings a much more imaginative and lighthearted tone to conflict, it doesn’t rely on traditional ideas of “good vs evil,” but instead turns everyday objects or quirky characters into something humorous and unexpected. It keeps the experience fun rather than intimidating, which is something I really want to reflect in my own project. By softening conflict and adding personality to challenges, the focus shifts from violence to creativity and curiosity, a tone that feels much more suitable for children.

The battle screens in Earthbound are really stripped back but still feel full of energy. Instead of showing the characters physically fighting you get these colourful swirling backgrounds that almost feel hypnotic. It’s such a simple way to show intensity without needing complex animations or violence. The enemies are static but the movement in the background gives this sense of chaos that still feels fun and weirdly calm at the same time. I think this approach makes battles feel less aggressive and more like a creative challenge. It’s something I’d like to take into my own project where tension or challenge could be shown visually without being scary or overwhelming for kids.

Some Earthbound Enemies

Some Earthbound Enemies

Earthbound Battle Screen

Earthbound Battle Screen


Dialogue & Tone

The dialogue in Earthbound feels really natural but also strange in the best way. Every character has something slightly offbeat to say and it makes the world feel alive and curious. Sometimes it’s funny and random but then out of nowhere it gets really mature and kind of profound. There are moments that talk about loneliness or growing up in a way that feels honest without being dramatic. It’s this mix of humour and depth that makes the writing so special. The game never talks down to the player it just trusts that you’ll understand or at least feel what it’s trying to say. I think that’s something really powerful especially for younger audiences. It shows that kids can handle complexity if it’s written with empathy.

That’s something I want to bring into my own project making the tone light and playful but still meaningful when it needs to be.