6.4 Writing Game Descriptions

Big Ideas for this lesson 
Guiding Questions          
Recommended Games     
Game descriptions can be used to “tell the story” of a game.

Intro and outro screens can be used to advance or conclude the story of a game.
How can game descriptions be used to create a game story?

How can intro and outro screens be used to extend the story of a game?
Sample screenshots included

What's on for today:

Many game designers think about their games as stories. In Gamestar Mechanic the game description, intro and outro screens can all be used as spaces for writing. Students will explore this idea through the collaborative creation of a multi-level game.

What you need:

-A few copies of “Screenshots for game label, title, intro and outro screens” to pass around
-Multiple copies of “Playtester feedback worksheet” per student

What's attached:


-Screenshots of game label, title, intro and outro screens for multiple levels
-Playtester feedback worksheet

Pacing:

Total: 1 hour

Design - 30 minutes
Playtest and Iterate - 15 minutes
Discuss - 15 minutes

Lesson

Design
30 minutes

1. Have each student create a multi-level game in Gamestar Mechanic.

2. Have students swap places with a neighboring student. Students are asked to play the game designed by their neighbor and to come up with a story that makes sense for the game.

3. Using the game label, as well as intro and outro screens for each level, add the story to the game.

4. Think of a title that works with the story, and save the game under that title.

Playtest and Iterate
15 minutes

Have students go back to their original stations and play their levels, framed now by title, game label, intro and outro screens.

Discuss
15 minutes

Begin a discussion based on the following questions:

    What kinds of stories were invented?

    What was it like to create a narrative or story for a game you did not create?

    What were the different ways you were able to use the title to start off the narrative?

    How did you use the various level screens to tell the story?

    Did seeing a story in your game change the ideas you had about the game when you originally     designed it?

    Are there changes you would make to your game now, to make it fit even better with the story?


How did it go?

Were the students able to include narrative elements within their games?

Did they use the intro and outro screens as ways to introduce, advance, and conclude their story?

Were students able to negotiate design decisions with their partners?



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katya@elinemedia.com,
Jan 4, 2011, 8:11 AM
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