Game Storyline Template

Gamification – a trend that has taken the online training world by storm. Well-designed e-learning games facilitate learning in a stress-free environment. They enhance learner engagement levels and deliver memorable learning experiences.How can you develop an effective gamified web-based course? You need to choose a good rapid authoring tool. Most of these e-learning development software come with pre-built templates and characters, which enable the swift development of gamified online courses.

Let us now look at 5 samples of gamified e-learning, developed using Articulate Storyline, a popular rapid authoring tool. Bouquets and BrickbatsThis piece of gamified online learning is based on the popular game Tic-Tac-Toe. The e-learning module was developed in just 4 days, thanks to Articulate Storyline’s easily customizable library of templates. How does it work?A learner is presented a 3X3 grid. When he clicks each square in the grid, a question is posed. If the learner answers the question right, the box is filled with a flower.

The learner needs to populate the entire grid with flowers to get the maximum score. Want to give a try?

Click the image below to enjoy the web-based learning game.2. Bananas GameThe developers of this simple technology-enabled learning game have made excellent use of Articulate Storyline templates, variables, slide layers, and triggers, to create an interesting learning experience. How does it work?A learner needs to help a monkey reach the bananas at the top of a tree.

The learner is presented with twelve questions, and he needs to get five of these questions right, to enable the monkey reach the fruits. Eager to play the game? Click the image below to start.Source: 3.

Pirate WarsPirate Wars is a gamified e-learning module, based on folk tales of Buccaneers who terrorized the waters of the New World. The developer of this learning game has leveraged the templates of Articulate Storyline very effectively to engage the learner. How does the game work?The game revolves around a pirate, captain called Hook, and the learner is challenged to hit Hook’s vessel.

The learner is presented with a question and when he answers the question correctly, a cannon ball hits the outlaw’s ship. Want to experience the action?

Click the image below to get started.Source: 4. Trivia TimeTrivia Time is a gamified e-learning module modeled on the popular board game Monopoly, using the templates of Articulate Storyline. How does the game work?Here, the learner needs to roll the dice at the bottom right corner of the screen, by clicking it. Based on the number of pips, he is asked to either draw a card containing a question or roll the dice again. He gets a point by answering the question correctly.

If he gets the answer wrong, the computer wins a point. The learner needs to outscore the computer to win the game. Wish to play the game? Click the image below.5. You Can Do ItThis game is modeled after the popular TV show Who Wants to Be a Millionaire. It is a fine testament to Articulate Storyline’s abilities to facilitate the development of engaging gamified e-learning materials. How does the game work?The game is centered on a person John, who wants to buy a house and is short of $10,000.

The learner is asked to help John by participating in a virtual reality show You Can Do It. He is presented with questions, and the learner can ‘earn’ a certain amount of money by answering each of these correctly.

He needs to get at least $10,000 to win the game and help John buy the house.Hope you enjoyed these learning games. Would you like to expand this list? You are most welcome.

Well, i was searching for other things at web, and i dont know how i got at this website The thing isActually i`m developing a game with unity, and i was having trouble with the story line I was making the character background on the game, but everytime i was getting lost, forgetting about details, making some mistakes about each character other specifc thingsUsing this pattern, creating the world first, geographic, them create the character history is better! Thank you by posting this article, it’s helping me a lot to write my history. Hi Waqar,Here are some tips to get you started:– Create your design with your players in mind. What will they do? How will they react to the things you’re presenting to them? How will you give them feedback?– Creativity is combining things to form new things.

Mixing up objects or concepts can be very useful to come up with innovative ideas. Your examiner seems to know this, because the assignment is tailored for this. You can work you “idea muscle” by coming up with new combinations / ideas every day.– A related notion is that you should also look at the real world, and your own experience, to come up with unique ideas. Don’t just look at other people’s games, but think about what you’re seeing in the news / on TV / in your real life. How could you turn this into a game?Hope this helps!

Good luck 🙂Cheers,Derk. Hi Koro, well to be honest, the “bible” approach is probably not going to be enough. What you require is funding, and most game funders are overwhelmed with great concepts. If you want to sell a concept to them, you will need to blow them away – and a hundred pages of storyline are not going to do that.I recommend to create a prototype if possible, or at least a visual storyboard (preferably animated) of the game you envision. After all, the backstory is just the context for gameplay – and it probably won’t determine the fun factor as much as you would think it does.Before you start building, I would also recommend to ask people in the games industry for feedback. If you don’t know anyone, you might want to try an online forum.

It’s scary but will usually provide you with some honest criticism and a good sense of where you are in terms of breaking into the games industry.Team up, ask for feedback and help – it is unlikely that the idea will get stolen and with a bit of luck you will get your first bits of momentum for the game.Good luck!Derk. Hi Kunal,For serious games, there are other considerations as well – for example, you will probably want to model the game after certain real world elements. I would start with the boundaries of the game. Figure out what it is you want players to learn, and which elements of the game are “non negotiable” in terms of realism or educational value. These elements are your boundaries and you should not change them (for example, if you create a game about energy, you will need a somewhat realistic representation of current and future energy sources and how they are used). The rest of the world and story is yours to create, and the steps to get there are roughly the same.Good luck and have fun 🙂-Derk. Hello, like others that ended up here with a different topic in mind I feel as if though my entire career choice was questioned when I read this.

I don’t mean that as a bad thing, you’ve really given me the nudge I needed to steer me off the evil 3D modeling path back to prioritizing what I secretly love — writing. This time with a pointier stick! I realize this post was made two years back, if only I had read it sooner, then again I guess it’s never bad to know what your writing will come out like in the end, perhaps even making it easier for artists to wing it themselves? Oh, I’m rambling again, I’ve got a question though if you’re still here.

I’m still learning and never worked in the industry, finding things out as I go ANYWAY to get to the point, what I was looking at as “end game” was becoming an environmental artist telling stories with atmospheres. I also hear this is the department where the jobs are at but that’s somewhat beside the point. What work could one expect, I mean I doubt there’s many people getting to write Mass effects storyline alone, how many jobs as a creative writer is there-ish?Thanks 🙂.

Hi Staffan, thanks for your comment and kind words. Choosing a career path in the games industry is never easy, and I firmly believe that the most important thing is to follow your passion. If that’s all over the place, that’s fine too – you will need many different disciplines.

Although you do need many different skillsets, it is almost always best to specialize in one thing the most. The only exception is if you’re a lone cowboy indie developer, then you might have to do everything yourself.With regards to environment art and storytelling, you are completely right that there is much overlap. If you are good at one, you will become better at the other. So try it out, see if you have a knack for it and if it’s fun – and then go all the way.Although there is little chance you will work on the writing for a franchise like Mass Effect, there is a lot of work as a writer. Lots of games need at least some measure of dialogue, worldbuilding and character design. It is true that a more technical profession such as 3D modeling and environment art will make you more sought-after in the industry, but don’t let that stop you from exploring the opportunities!All the best,Derk. Hey Staffan –I read your post and Derk’s reply.

That’s a question that has come across my mind at times. I love videogames and the idea of helping to write a fantasy driven epic plot for a game would be a dream of mine.

I myself am a fiction writer and I came across this article for the simple reason of writing!I am writing a fantasy story, and am working to draw Virtual Reality into it as a means of conveying my main character from real life through a game, to the real-er world that appeared to be the game at first. I came here looking for ideas on how to write a videogame into a novel interface. This is a great outline to follow (not super lazy in my opinion), however, if Derk is here, can I pick your thoughts on writing a videogame into a novel? (And not like Halo or Warhammer.)Thanks!. Hi Chris, sure – not sure if I can add a lot to the topic though, as I’m not a novelist and I expect that it will come down to outlining and writing skills.

Here are some pointers that come to mind, perhaps it comes in handy:– How to describe a videogame world? When you play a game, what are the subtle differences with real life? How would you describe something in the real world and how does that compare to the sensations of a videogame?

For example, there is no smell in a videogame.– In The Matrix, all the scenes in the real world have the full color range, with an emphasis on blue. The scenes in the matrix have a green color. This is a subtle differentiation that tells the viewers what they are looking at. If you can do the same in words, even if it’s subtle, it will make a big difference.– Most games are all about action.– VR has very limited movement possibilities, and things like rollercoasters will give you nausea.– Games have a very different set of limitations than the real world. You can see that in level design vs architecture. Rounded curves and intricate details are “expensive” in games when it comes to processing power. Size is very expensive in the real world, but in games it doesn’t matter.– In games, the player always has a choice.

Usually, almost nothing happens when the player doesn’t do anything. This often makes the protagonist very bland, because the player will “fill in” that role themselves.Hope this helps!. How is this “back of the book” for my game?Anderson Smith sets off on a journey to find the mysterious Treasure of The Mississippi. But what he finds is a map. This map leads him around world to search for various artifacts.

The map eventually takes him to Egypt, where he finds the truth behind the French and Indian war, The American Revelotionary War, The French Revolutionary War, The War of 1812 and The American Civil War.How’s that, also (spoiler) the secret is about aleins and the Mississippi and Nyle rivers and a flying saucer crash, which I haven’t fully developed the idea for yet. This is really comprehensive, thank you! I do not at have a background in gaming (even most basic technology gives me hives!). I am a teacher and have been asked to create a story line for some educational software and didn’t know where to begin. Each time I read one of your points I would begin thinking that it did not apply to our product, but eventually there would be a bullet that spoke specifically to what we are trying to achieve under each of your steps. This will be a very helpful tool.

Game Storyline Template

Creating stories in games is very related to creating stories as an author, so reading about how to write books is really helpful. Personally I think, you should start with the characters rather than the world. Yes, normally the world defines how people evolve, but a good story is about very general things, for example revenge, love, freedom, etc. These things exist independently of the setting you put it in. You can write a sci-fi story about revenge, as you can do in a fantasy or a realistic setting, so you can do that as well in your game.Also, I don’t see why dialogues should be easy to understand. If your game captivates the player, he will have an easier time to understand what’s going on, even if you use elaborate words and sentences.

Also, dialogue is not the only way of storytelling. In fact, it should not be the only way. You can leave behind plenty of other clues so the player can follow the story even if he does not understand a dialogue. Great article. Still relevant in 2017. I’m learning game design because I’m a retired teacher and a former newspaper reporter.

As a writer and would love to create games that help children learn how to be critical thinkers and designers of their own curricula. Having a water crisis in my current hone town, Toledo, Ohio, and seeing the effects of the ongoing water crisis in Flint,Michigan, and North Dakota where First Nations people are demanding an end to the pollution of their water supply. So I’m creating a game that deals with water issues and how our natural resources will be affected by the melting of the ice caps. Thanks for your inspiration.

I recently secured a contract to write a comic book about a super hero that teaches children how to accrue wealth and to rise to a higher caste in India. I like how you go about developing a character, by creating the history before implementing their new story into the game. I only think there was one thing that I believe game makers miss when creating a character to play as A vessel.

Obviously a character need to be related in their looks, back round, and story ark, but the most essential piece when creating a character in this medium is to define them as a vessel for the player. A character should never be fully written from the get go, instead, through gameplay, the character must act as a vessel for the player. In this way, a player becomes attached to not only the story, but the character as a whole. Take for example Halo, and the Master Chief. The Spartan is never given a full story within the gameplay, instead, only minor details are given to the player to understand who they are playing as.

Articulate Storyline Game Template

This is why Halo will go down in history, because it’s main character is the player, and not the actual Master Chief. I just wanted to point this out to anyone who wants to create a main character for a videogame.

I think games that ending up thriving with huge communities are ones that get this aspect right, such as Overwatch, or The Legend of Zelda. I loved this framework! I teach English at a career technical school. (CTEC, Salem, OR) The program I support is called Video Gaming and Design Animation, which is a mouthful. We are still “creating” our program, so I spend loads of time Googling for interesting ways to integrate literacy into the gaming industry.

I was planning on starting with the character. Could you tell me the advantages of starting with the environment first?Thank you so much for this article.

Storyline Game Templates

I can already see my 6 weeks unfolding!!.

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