After returning from Albuquerque I now sort of wonder if I should even worry about writing game worlds (as compared to drawing them, especially after seeing this). That’s clearly not a smart concern – writing matters, as does art, as does coding, as does design – but as I rethink my interest in creating game development worlds for high schoolers I don’t want to pretend that there is nothing but writing…
So, here’s a stab at writing a game world…it’s based on a monastic teaching order, and this first sketch doesn’t attempt the art yet.
Where in the world are the monks?
(The title is a bit of an attempt at a joke, as monks are both in and out of this world)
- The game begins with a brief history of their order – part monk, part teacher, part social justice worker, all servant)
- The game can be either single player or played cooperatively.
- It consists of at least three paths – a) the path to becoming a monk, b) the recruiting of others for your order, c) helping the order live in the world of the future.
Path A) – you attend a meeting in your small town in which the presenter exhorts the town to help him build a school in some other part of the world. Your tasks are to identify where the school is to be built, and then ascertain the need, the resources necessary, the fit of this particular order, and when this needs to happen.
The game asks you to think of your own spirituality and wants and needs, and encourages you as the gamer to think about those wants and needs in your character as well.
(This part of the game lends itself to a board version, digital or material)
Path B) – you travel your local area, identifying resources, those who want to help, and those who want to come with you. This path involves the travel to the region, the overcoming of obstacles, the working with or against local interests, and the eventual establishment or abandonment of your project.
Path C) – you use your experiences to imagine the future for your order, a future that could involve any number of options…EVE, anyone?