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Narrative-driven games
paulamartinserasmus
Created on July 14, 2023
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Transcript
"Night in the Woods"
"That Dragon, Cancer"
"What Remains of Edith Finch"
"Life is Strange"
"Gone Home"
Narrative-driven games to promote Empathy
"Gone home"
This game focuses on exploring a house and uncovering the story of a family. Players take on the role of a young woman who returns home after a year abroad to find the house empty. By examining objects, letters, and other artifacts, players gradually piece together the family's experiences, struggles, and relationships. The game encourages empathy by immersing players in the intimate details of the characters' lives.
"Life is Strange"
This episodic adventure game follows the story of a high school student named Max who discovers she has the ability to rewind time. Players make choices that influence the narrative and relationships in the game. As the story unfolds, players navigate themes such as friendship, bullying, mental health, and the consequences of their actions. The game prompts players to empathize with the characters and consider the far-reaching effects of their decisions.
"What Remains of Edith Finch"
This game explores the stories of the Finch family through a series of short, interconnected narratives. Players assume the role of different family members, experiencing their lives and uncovering their tragedies and triumphs. Each story presents a unique gameplay mechanic and perspective, fostering empathy and understanding for the characters' diverse experiences.
"That Dragon, Cancer"
This autobiographical game tells the story of a family coping with their young son's terminal cancer diagnosis. Players navigate through emotional moments, interact with the family, and experience their hopes, fears, and grief. The game provides a deeply personal and empathetic perspective on the challenges faced by individuals and families dealing with illness and loss.
"Night in the Woods"
This game follows the story of Mae, a college dropout who returns to her hometown and reconnects with friends and family. Through dialogue, exploration, and mini-games, players engage with themes of mental health, identity, and the struggles of transitioning to adulthood. The game prompts players to empathize with Mae and her friends as they navigate the complexities of life.