The Adventurer’s Handbook

Writing for Games

Welcome, investigator, to EN 307!

This course, as you now know, is structured as an adventure game—and you are invited to ‘play the course’ much like you would any other designed, rule-based experience. In order to succeed in this game, you’ll need to know the rules and components, and this guide will help you!


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How is this a game?

This is something we’ll start with early: what makes a game at all? For one, this course is a simulated environment (missing an assignment isn’t going to ruin your career, for example) based on carefully constructed rules (this syllabus & guide). Within this ‘arena of play,’ we are all participating by playing different roles (even me, your ‘teacher’) and we are ultimately receiving a score that is based on our performance within the game (you, a grade — me, in evaluations). Now you might be thinking—if this is all it takes, aren’t all courses games?

Well, technically yes. All courses are games. But as Sarah Smith-Robbins said in 2010:

School is already a game.
It’s just a really bad one.

Sarah smith-Robbins, quoted in Hodgson (2013), p. 46.

This course hopes to break that mold. By recognizing itself for the game that it is, we will use the course as a way of walking the talk of games and writing. For this class, you will re-invent yourself as a character that will progress through a game-world. You will learn skills by earning Notable Agent Points (NAPS) and completing Quests. You will join up with a crew of other adventurers, and together you will unveil mysteries, battle monsters, and learn a good deal about writing and games along the way.