Instructions
Welcome, Game Designer! You have been hired to create a new video game set in North America before 1492. Your mission is to design a game that is fun, exciting, and respectful of the diverse Indigenous civilizations of that time. Use your research notes to fill out this pitch document. This will be the plan for your entire game! Let's get started.
Part 1: Game Overview
Every great game starts with a great idea. Let's define the basics of your game.
Game Title:
Tagline (A catchy, one-sentence description of your game):
Genre (Circle one or more):
Adventure RPG (Role-Playing Game) Puzzle Strategy Exploration Survival
Player's Goal (What is the main objective the player needs to achieve to win?):
Part 2: The World
Now, let's build the world your hero will explore. This is where your story takes place.
Time Period (Choose a time before 1492, like 1000 CE or 1350 CE):
Map of the Game World:
In the box below, draw a map of your game. Be sure to include different regions like forests, mountains, rivers, and coastlines. Label the territories of the different nations, key villages, important landmarks, and any major trade routes.
[ Draw Your Map Here ]
Environments:
In the box below, draw a picture of one of the specific environments the player will explore. Is it a dense forest in the Pacific Northwest? A sun-baked mesa in the Southwest? A rolling plain in the Midwest?
[ Draw an Environment Here ]
Part 3: Civilizations and Culture
Your world is full of people! Based on your research, choose 2-3 different Indigenous civilizations or nations to feature in your game. Fill in the table below with details about their lives.
| Feature | Civilization/Nation 1 | Civilization/Nation 2 | Civilization/Nation 3 (Optional) |
|---|---|---|---|
| Name of Civilization/Nation | |||
| Homes/Architecture (e.g., longhouse, tipi, pueblo) |
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| Food and Farming (e.g., maize, bison, salmon, "Three Sisters") |
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| Tools and Technology (e.g., atlatl, pottery, canoe, snowshoes) |
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| Trade and Economy (e.g., wampum, obsidian, copper, trade routes) |
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| Traditions and Beliefs (e.g., specific ceremonies, stories, important spirits or values) |
Part 4: Characters and Lore
A great game needs compelling characters and interesting stories. Let's design them!
Main Hero / Player Character
Name:
Special Skills/Powers (What makes them unique? Are they a great tracker, a skilled archer, a wise negotiator, or can they communicate with spirits?):
Tools/Inventory (What do they start the game with? What cool items can they find or craft later?):
Illustration of Your Hero:
In the box below, draw your main character. Think about their clothing, tools, and expression.
[ Draw Your Hero Here ]
Non-Player Characters (NPCs)
These are the characters your hero will meet. Briefly describe them.
An Elder or Leader (Gives wisdom and important quests):
A Friend or Helper (Travels with the hero or provides help):
A Trader, Hunter, or Storyteller (Provides goods, information, or lore):
Villains or Challenges
Every story needs conflict. Your challenges should feel real to the time and place.
A Human Challenge (This doesn't have to be an evil "villain." It could be a rival from another village, someone spreading mistrust, or a group competing for the same resources.):
A Natural Challenge (An obstacle from the environment, like a harsh winter, a long drought, a dangerous river crossing, or a powerful animal.):
Stories and Myths
Describe one story, legend, or myth from one of the cultures you chose that could be a quest or an important part of the game's story:
Answer Key and Educator's Guide
This is a creative project, so there are no single "right" answers. This key is designed to help guide the student and evaluate their understanding and creativity. The goal is to see evidence of their research applied thoughtfully to the game design concept.
Part 1: Game Overview
- Title/Tagline: Look for creativity and a connection to the game's theme.
- Genre: Any choice is valid. The important part is that the "Player's Goal" aligns with the genre (e.g., an "Exploration" game should have a goal related to discovery).
- Player's Goal: Should be a clear, active objective. Example: "The player must restore balance to the land by finding three sacred items" or "The player must establish a new, safe trade route between the Pueblo and the Plains peoples."
Part 2: The World
- Time Period: Ensure the date is before 1492. This helps frame the technology and social structures accurately.
- Map/Environments: Evaluate the drawings for thoughtfulness. Do the labeled locations (villages, trade routes) correspond to the civilizations chosen in Part 3? Does the environment art reflect a specific North American biome (e.g., Eastern Woodlands, Great Plains, Pacific Coast)?
Part 3: Civilizations and Culture
This table is the core of the research component. Look for specific, accurate details drawn from their studies. Here is an example for one column:
- Name: Haudenosaunee (Iroquois)
- Homes: Longhouses made of wood and bark, housing multiple families.
- Food: Farming the "Three Sisters" (corn, beans, squash), hunting deer, fishing.
- Tools: Bow and arrow, flint knives, pottery for cooking, birchbark canoes.
- Trade: Wampum belts (made from shells) for treaties and stories, trading furs for tools with other nations.
- Traditions: The Great Law of Peace, clan mothers holding social power, importance of community and consensus.
Part 4: Characters and Lore
- Main Hero: The character's name, skills, and inventory should feel authentic to the world created. Skills could be practical (tracking, building) or spiritual/supernatural, depending on the game's tone.
- NPCs: Each NPC should have a clear role that serves the game's story. The Elder gives quests, the Friend provides support, and the Trader provides resources or information. This shows an understanding of narrative structure.
- Villains/Challenges: This is a crucial section for assessing nuanced understanding.
- Human Challenge: Encourage thinking beyond a simple "bad guy." A good challenge is a character with understandable motivations, such as a leader who is afraid of change or a hunter who is over-harvesting game out of desperation.
- Natural Challenge: This demonstrates an understanding of how environment shaped life. A drought, a forest fire, a predator, or a difficult mountain pass are all excellent examples.
- Stories and Myths: Look for a specific story from their research (e.g., the story of the Sky Woman for the Haudenosaunee, or a Raven tale from the Pacific Northwest). The student should be able to explain how this story could be woven into the game's plot.