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Narrative Game Design and Twine Link

 Game Title

    • Alex’s Journey 

Learning Topic/Concept & Learning Objective (minimum of 1)

  • I will be focusing the learning topic on Erikson’s 8 stages of development. Along the storyline, each stage will represent a year. At the start of each stage, Alex will face a choice to make. Based upon their decision, will determine the direction of their next path, and the ending of the story. 

Learning Objective:

  • Predict at each stage, what the outcome will be for Alex and his homeland from your choices. 

  • At the end of the game, the students will analyze how their choices along Alex’s journey impacted his development (align to Erikson’s 8 stages of development).

  • Students will be able to describe Erikson’s 8 stages of development and provide examples of it in the real world. 

  • Intended audience for this game will be high school students.

Twine Prototype URL (on itch.io or another web hosting site) — see below for the specific requirements you need to use in Twine

  • https://lgalpin.itch.io/alexs-journey

Plot Summary

  • The main character in this game is Alex; Alex is a dragon, born as a prince in the land of Dragolandia. The player will choose which dragon they would like to progress through the game with. Dragons age much faster than humans so the timeline moves quickly, which is preferable since Alex will have to lead the Dragolandia army when he gets older to defeat the rival dragons, Dragfur’s who are threatening to take over his beloved home. Alex will face many challenges and obstacles along the way to help prepare him for King of Dragolandia and leading the army to victory. Alex must complete 8 deeds, to help him to keep Dragolandia safe. After each completion of a deed, you will earn a specialized heart that will help in defeating the Dragfur’s in the impending war. At each deed, the player will interact with others in the game, given a choice from scenarios. Different answers will bring along different options at the next stage, and the ending of the game. There will not necessarily be a right or wrong answer, but it will show at the end how their choices impacted Alex (the dragon) development and how it does or does not align with Erikson’s 8 stages of development. 

Map the Story Progression (Background to Conflict to Resolution to Conclusion)

Background

The new prince Alex, is born, what a joyous time! The timing could not be anymore perfect because the rival dragons, Dragfur’s, are looking for a new homeland after theirs was engulfed in flames and it seems they have their eyes set on Dragolandia. We need the new prince, Alex to grow up, so that he can lead the Dragolandia army to defeat Dragfur’s army before they take over his homeland. You must choose which dragon you would like to progress through the game with. Keep in mind, dragons age much faster than humans so you will be battling in no time! Alex will face many challenges and obstacles along the way to help prepare him for King of Dragolandia and leading the army to victory. Alex must complete 6 deeds, to help him to keep Dragolandia safe. After each completion of a deed, you will earn a specialized heart that will help in defeating the Dragfur’s in the impending war. For each deed, you will interact with others in the game, given a choice from scenarios. There is not necessarily a right or wrong answer, but it will impact your ending to the game and how well it aligns with Erikson's 8 stages of development. 

Conflict 

Conflict will be at stage 5, when it is time to finally battle the rival army, Dragufur’s. You will defeat the army, but it will depend on your choices on how your story will end. Will you meet and surpass all of Erikson’s stages without carrying over unresolved issues, or will you make choices that will end with you successfully completing each stage/deed and ending the story with a full legacy to look back on. 

Resolution

If the player chooses this statement: 

It is time to find out if you were meant to be king. Attack the Dragfur’s.

You will be led to another scenario with choices: 

Only problem is, your lack of confidence shows as you lead your army and it follows you during mating season. What do you do to prove you are worthy to find a mate?

If you choose: You prove them all wrong! You set out to get the best mate out there, no matter what it takes! 

Resolution: You were so set on showing everybody they were wrong, that you never cultured a deep connection with a mate. Instead, you had many mates but none were meaningful or trustworthy. You didn’t get to have children and looked bad on the war as the time that your life changed for the worst, rather than the better. 

Alternative Resolution 

If the player chooses this statement: You decide to be honest with yourself and your peers. You open up to them in a powerful speech, declaring your fears on that day. But no dragon should be defined by their fear.

Resolution:After making that declaration to all of Dragolandia, it took the dragons some time to see you as a leader again. But with time and patience they all came around. Alex met his lifelong mate, but it was too late to have little dragons of their own. They lived a love filled life, and led Dragolandia for many years and defeated many rival dragons. Alex’s great fight would live on forever. 

Highest Resolution 

If the player chooses this statement: It’s time to embrace your role, Alex. You are the KING. Defeat Dragfur’s and keep Dragolandia safe.

You defeated the rival dragons! What a victory for all of Dragolandia! 

When you took that stand of confidence, and pushed out your fears, you showed not only Dragolandia what a great King you are, but you scared the rival dragons, Dragfur’s. 

You will be led to the next scenario with choices: 

Now onto the rest of your life! It is mating season, and you are the KING. You can have whomever you want. What direction do you take to fulfill your legacy? 

Choice 1: You declare your power to all of Dragolandia and decide that there’s no rush to finding love and settling down. Why not enjoy the ride? 

Choice 2: Your first priority is to shower all of those who supported you and trusted you, with all of the greatest gifts you could find. You open your doors to those who had lost their home due to fires from the war, and found many lifelong connections. 

If choice 1 is chosen, it will lead you to the average answer/resolution as before: After making that declaration to all of Dragolandia, it took the dragons some time to see you as a leader again. But with time and patience they all came around. Alex met his lifelong mate, but it was too late to have little dragons of their own. They lived a love filled life, and led Dragolandia for many years and defeated many rival dragons. Alex’s great fight would live on forever. 

If choice 2 is chosen: You made great changes to Dragolandia, not only by defeating the rival army Dragfur’s, and those that followed but by really being one with your people. You weren’t just a leader, but a friend and confidant to all. You find your life mate, and had many dragon babies to carry on the legacy of all the greatness Alex accomplished. (Highest achievement of Erikson’s 8 stages).  


Alex’s Journey is set up so that the player receives feedback after each choice they make before progressing further in the game. The dialogue is just regarding how their choices reflect in that stage of Erikson’s development. This form of feedback would fall under meaningful dialogue according to the Kapp Textbook, (Kapp, 2012, p. 150), all of the feedback is focused on two of the learning objectives:

  • At the end of the game, the students will analyze how their choices along Alex’s journey impacted his development (align to Erikson’s 8 stages of development).

  • Students will be able to describe Erikson’s 8 stages of development and provide examples of it in the real world. 

Another way my game enables problem solving is through the use of complex storyline (Kapp, 2012, p. 151). Not only does the outcome of the story reflect their learning, but as the story is unfolding, the decisions that are made are opportunities for learning. As mentioned before, after each decision that is made the player receives feedback of what the consequences of that choice would look like for Alex. Ultimately, showing what an alternative ending could look like for the main character, Alex. 


References: 


Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. John Wiley & Sons.


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