‘The importance of narrative in game-based learning is that it provides a cognitive framework for problem-solving’. (Dickey, 2000 p.131) To be precise, the narrative design provides the learners some hints about the scenario behind and actively involved them in the game environment.
Therefore, regarding the digital games, there are two ways of approaches to the narrative game design, and they can be listed as below.
1. Quest: Hero’s journey, storyline with task to be completed by a character, and followed by a starting point and an ending point.
2. Plot hooks: The storyline is conducted by revealing unanswered questions and uncertainties. It allows players to choose actions to activate responses from the scenes.
As it can be seen that the platform of Labyrinth allows people to investigate the learning process and unique learning path by clicking one of the options provided, I think it can be considered as a method to create through the Plot hook approach or similarly.
Furthermore, if the designer intent to involve a ‘Quest’ approach to a course on the environment of Labyrinth, it is also possible to adopt both ways (quest and plot hooks) to the game design.
Reference:
Dickey, M., 2000. Murder on Grimm Isle: The design of a Game-based Learning Environment. In: Freitas, S., & Maharg, P. eds., 2010, Digital Games And Learning, London : Continuum. Ch.6.
Keywords: game design, Labyrinth, narrative
Comments
I also like the idea explored in Michael Begg's introductory notes on "Game Informed Learning" on Murray's idea of character development and interaction as leading to the storyline, but ina rich narrative and back story context which gives plausible outcomes. this approach lends itself well to more open ended game informed learning where an rich discovery environment exists. Then tasks and quests that reinforce educational objectives can be overlaid, in the style of World of Warcraft quests.
Murray, J.H. (1998) “Hamlet on the Holodeck – the Future of Narrative in Cyberspace”, MIT Press.
Thank you for commenting. :-)
I am also wondering if the main driver of learning comes from narrative enviroment or tasks and quests.
Or, maybe just a good combination of both.
I will look at the Murray's book as well.