Welcome to a new week in Kakuma!
First of all, this has been an exciting week in which we’ve been pivoting some of the previous assumptions and ideas about the project.
We chatted with some new people…
Last weekend we had a very interesting conversation with a development team in the states, and they gave us real-life feedback on what we were doing good and what we got wrong. And, well, we got a lot wrong.
We’ve also been in chats with an amazing designer from Lebanon. We’re convinced she’s the right person for the project, and we would love to see her work bring to life the universe we’re building.
We moved from a terrible logo placeholder to a great placeholder logo
We’ve been moving from the initial placeholder (and utterly ugly) logo to a new one. Still pretty bland and a placeholder indeed, but the lack of any aesthetic value of the first one was borderline violent.
Let’s be honest, this one is way better.
This new has been done by the great illustrator, designer, and friend Jorge Dueñas. Thanks George!
We reached the 2,500 twitter followers!
And we celebrated it sharing an illustration! Remember to follow us on Twitter to be up to date with all the news about Kakuma and ask us anything!
We’ve nearly got a roadmap for the Kickstarter (priorities have changed!)
So, a couple days ago, we had two main goals.
First: Get an MVP with 16 cities running, probably in HTML5 or something. It’d have mostly placeholder illustrations, only the narrative part of the game and a very limited set of options. It’d have sucked, but would have been a way to set the tone and test feedback about the game.
Second: Work in a nice video portraying the way the game would work, in order to use it for the Kickstarter campaign, so people would know how the final project would look like.
Again, after some chats with developers and seeing some experiences of complete transparent development processes and how people may feel disappointed by the unpolishedness of MVPs and pre-alphas, we have decided to stick with the video. There will be a narrative MVP, but possibly it’ll be a navigational presentation, or something that takes a couple of days of work to put together, and it will be used to get feedback from developers and other people interested in the game, more than for the general public.
We have a very clear concept in mind, and we’d hate to let people down because we’ve put together a half-cooked project in a couple of weeks. We want to do something awesome, and we will do the best we can to put that awesome concept into a great video and Kickstarter campaign.
At the moment, our priorities are finishing the mechanics of the game. We don’t want it to be only a narrative adventure, and we’re adding SOME roguelike elements into the mix and trying to make the mechanics as fun and challenging as possible, given the theme of the game. We’re starting to build a website and customising the forum so we can start a small community there, and, as always, we will keep you updated through Social Media and this blog.
It’s getting hard to write one post a week, so don’t freak out if it takes a bit longer next time.
This week has been hectic, and we have plenty of news.
First, pivoted the name from ‘Kakuma’ to ‘Kakuma: A refugee story’. We’ve received an incredible support from everybody who understood that we were creating a game about the refugee crisis, but Kakuma in itself didn’t communicate that concept. With the new subtitle, the title alone will be able to better show what the game is about.
Second, we’re finishing a new brand identity, including a new logo. You can check some low-res examples as our logo in Facebook and Twitter. We started working in some ad campaigns on Facebook and wanted to have a logo we were proud of. It’s not the final one, so expect some changes in the colours and resources we use. Also, if you feel like giving a like to Kakuna’s Facebook page, do it. We’re big on Twitter at the moment but FB is not catching up, and the more people know about us, the better for the project.
Third, we’re putting together a forum. It looks terrible at the moment, but we’ll allocate some time in order to polish it a little bit next week. Again, the more voices we hear and the more feedback we get, the better the result will be. Feel free to join it and talk about what you’d like to see in the project, your concerns, hopes or things you may think we’ve got wrong.
Some news you may be interested in:
- We’ve done some progress in the production document for the MVP and it’s almost finished. Hopefully, we’ll have something final for the next blog post (or the next one).
- We’ve created new images and copy for the game. Still, the overall progress of the MVP is around 10%.
- We’ve continued meeting with volunteers, activists and academics to better understand the phenomenon of migration and be as fair as possible in its representation.
First, we touched base with the Spanish NGO Refugee Care. Some of their stories did bring us to the edge of tears, with so many personal stories. Apart from the normal tales you’d expect, we heard about immoral journalists, selfish volunteers taking selfies with refugee kids on their arms while difficulting the labour of the rest, of UN bodies that do more harm that good. There are sadder stories, but we won’t focus that much on those. The little stories that don’t get to the main outlets, the real stuff happening to real people, that’s our focus.
Talking about that, Gaby from Chicas Poderosas and The 19 million project didn’t only tell us some wonderful stories of refugees in Europe, but she also got us in touch with some very interesting folks. Check those projects out, they’re some of the best stuff we’ve seen lately, and Gaby rocked our world! Thanks Gaby, we love you!
We’ve had some interesting chats with developers, members of academia entrepreneurs and people who simply are interested in the project. Thanks, you’re all amazing!
The mechanics of a game can portray even more than the game’s story.
Some games can portray loneliness or the joy of being lost just through their mechanics. When a game decides to use a set of rules instead of other available options, these rules are chosen to convey an experience. We hope to do the same with our game.
How will it play?
Right now we’re describing Kakuma as two-thirds 80 days and another third of resource manager like This War of Mine.
How does that work?
Well, at the beginning you’ll be in the role of a refugee or a group of refugees, trying to flee their initial location and reach a safe destination. There will be certain countries catalogued as safe havens and your goal is to reach one of them. To do so, you’ll need to travel across several countries, always choosing carefully your next step.
The trick? Each step of the road will need your characters to spend a certain amount of money, nothing is free, and even if you choose to walk you’ll need to buy food and water. You’ll need to take decisions and make concessions: going to a refugee camp may mean nearly free food and shelter, but it may decrease your opportunities to continue your journey or may make you more vulnerable to other groups and individuals. For example, a refugee camp may be bombed, you may be exploited or, if everything goes well, maybe you’ll need to think of the rest of your life in a refugee camp.
The gameplay will alternate between choosing your next destination and experiencing it through text and different options, like a combination of 80 days and a dating simulator. Depending on the choices you make, you may discover new destinations, routes and open entirely new ways or goals.
Simple? Some countries will build walls to prevent access of refugees, other will approve laws to push them out and, in other cases, what was considered a safe haven will stop being so. In the end, being a refugee is not only the quest for a place where you can be safe but also a race against the clock.
What resources will I manage?
In our current model, you’ll be managing 3 resources: Physical health, mental wellness and money.
- Money: Most of the time you’ll need money to move from one place to another and buy food. Travelling by plane may be much more expensive than walking, but it will be faster and safer. The cost of living will increase as you get closer to your destination, so you’ll need to plan ahead. You can save money by choosing the most cost-effective options of transportations, sleeping outdoors or fasting. All of these options can have an effect on your physical health and your mental wellbeing.
You’ll be able to obtain more money through work, but it’ll be illegal for you to work in many countries, so it’ll be difficult and risky. In most of your destinations, you’ll find opportunities to make more money, but you may have to discover if you’re willing to do anything keep your family and yourself safe.
- Physical Health: It means having enough energy and the required physical condition to keep going. Skipping meals, not sleeping enough, or being wounded may lower your health momentarily or permanently. If at some point it reaches 0, your character will die. Health can be recovered through good rest and eating well.
Some routes and conversation options may be limited by your current health status.
- Mental wellness: For refugees, their experiences may come with a great psychological trauma. To prevent it, it’s crucial to avoid extreme shock, being the victim of violence of losing control over your future. The experiences you live along the way may leave scars that will heal or not, and they’ll limit your options of travel or interactions (others may not be willing to help or hide you if you seem to be disturbed, or the clearest course of action may not be available if you’re not capable of thinking clearly).
Losing your sanity will automatically mean failing to fulfil your objective in the game, even though depending on the situation, it may result in different endings.
The goal is to make it easier to understand why some people may want to keep going after Turkey and not to spend the rest of their lives in a refugee camp.
Or how difficult it is to answer the racist rant of someone asking why are you invading their country.
Or how random and unfair is the result of any decisions in any point of the way.
Our goal is not to turn this game into a grief porn experience, but being careful of not portraying being a refugee in a superficial and unfair. Hopefully, it will be hard and frustrating because that’s what we want to transmit. But also full of small moments that make you smile or laugh out loud.
We’re working closely with asylum seekers, refugees and volunteers to obtain a balance, but we’re aware that, with such a sensible topic, we may make mistakes.
We hope you’ll be there to start a conversation with us about those issues, and hopefully, solve them.
There are two kinds of people.
Those who think video games are art, and those who think they aren’t.
Actually, I lied, there’s a third kind of person: those who think that video games, as any form of culture, have the potential to be art, but that the video game tag doesn’t immediately make them art. More or less the same way Citizen Kane is probably art, while Catwoman probably isn’t.
There are two kinds of people.
Those who think we should grant asylum to all the people flying from death and war that reach our borders, and those who think we should keep them as far as possible to be safer and more prosper.
There is, maybe, a third kind of person: Those who recognise the situation as incredibly complex, but find it difficult to stand the moral outrage of watching millions of people trying to survive and being treated as cargo.
In both cases, we’re part of that third group.
We firmly believe in video games as the ultimate tool to build empathy, and we understand the refugee issue mainly as an empathy problem. When the public discourse around humans leaving their lives behind revolves around terrorism, unemployment, rape or an agenda towards the Islamisation of Europe, we think we are falling into an absolute lack of empathy. When the problems generated by a minority are generalised in order to discredit an entire population, we are failing as human beings. Not only are we building a separation between us and ‘the other’, but we are also failing to put ourselves in the shoes of these people.
“Once they get to Turkey they’re safe, anything else is to improve their economic status”. “Most of them want welfare from the government”. “They should go to Saudi Arabia, with the rest of Muslims”. “If they have iPhones probably they weren’t in such a bad situation”.
We fail at thinking how it must feel to spend years in a refugee camp, under constant uncertainty and danger.
We fail at understanding that some people may want more than surviving another day.
We fail at understanding that some people want a future for their children.
Because it’s not us. If we were in danger we would do whatever it takes to protect ourselves and our families. We would never let anything bad happen to them. But they’re not us. And then the logic fails. All is left is “We’re alright, and they’ve got the short end of the stick. Let’s thank God for that, and meanwhile, fuck them”.
Probably a video game won’t change that. There will always be an “other”, and there will always be somebody receiving the worst part. But if we can build a game that makes you think, that moves you and makes anyone rethink the ideas they have about refugees. If we deliver an honest game, we’ll have delivered.
Kakuma (working title) is being developed by Bruno Rodríguez with the help of a group of amazing friends, connections and people interested in the project.
Expect more updates in the future.
Meanwhile, if you want to help the project or give your view about it, contact us through Twitter or Facebook.