These exercises teach game development concepts through StoryQuest. Each one focuses on a specific game design skill and includes discussion questions for the class.
Beginner
The Treasure Room
Design a dungeon room with 3 exits — a locked door, a dark tunnel, and a crumbling staircase. Each leads somewhere completely different. The player has no information about what's behind each one.
Basic branching
Level design
Player choice
Discussion: How did players feel about choosing with no information? Is that good game design or frustrating? When do real games give you blind choices vs. informed ones?
Beginner
Lucky or Not
A hero needs to cross a rickety bridge. Add a d6 dice roll: 1-2 means you fall (but survive!), 3-4 means you barely make it, and 5-6 means you sprint across easily. Write different scenes for each outcome.
Dice mechanics
Probability intro
Outcome design
Discussion: Each outcome has a 1-in-3 chance. Is that fair? What if falling meant game over — would the odds still feel right? How do real games handle failure?
Intermediate
The NPC Dialogue Tree
Write a conversation with a shopkeeper. The player can be friendly, rude, or try to haggle. Each approach changes what the shopkeeper offers and how they talk to you. Add at least 2 levels of back-and-forth.
Dialogue trees
NPC behavior
Consequence design
Discussion: This is exactly how dialogue works in games like Skyrim and Mass Effect. Why do games track how you talk to NPCs? What changes when NPCs remember your choices?
Intermediate
Boss Fight
Design a boss encounter. The player chooses: attack (d20, need 12+ to hit), defend (d6, 4+ blocks the attack), or use a healing potion (auto-success, but you only get one). The boss takes 3 hits to defeat. Build all the paths.
Turn-based combat
Multiple dice rolls
Resource management
Discussion: Map out the probability: what are the chances of beating the boss? What if attack needed 15+ instead of 12+? Students can calculate expected outcomes and debate what's fun vs. what's balanced.
Advanced
The Procedural Dungeon
Design a 3-room dungeon. Each room has a challenge (combat, puzzle, or trap) resolved by dice, and at least 2 exits leading to different rooms. Before building in StoryQuest, draw your dungeon as a node graph on paper first.
Level design
Graph planning
System design
Discussion: Compare paper graphs to the StoryQuest editor. They're the same thing! Professional game designers use node graphs for quest design, level flow, and AI behavior trees.
Advanced
Balance the Game
Take a classmate's story that uses dice rolls. Play it 5 times and record your results. Are the odds fair? Too easy? Too hard? Then adjust the dice thresholds and playtest again. Write a short "balance report" with your findings.
Game balancing
Data collection
Playtesting
Discussion: This is what game studios call "tuning." Blizzard, Riot, and Nintendo all have teams who do exactly this — play, measure, adjust, repeat. What data helped you make decisions?