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Imagine, if you will, writing a book in a language that had only one word for each emotion. Or was written almost like a technical document. Imagine also a movie that was filmed like high schoolers with a video camera. No editing, no multiple camera angles. The issue both of these have would be a lack of vocabulary. And I don’t mean SAT vocabulary but rather the diversity and nuance of actions shown by words or visual storytelling. I will say that modern video games grew out of a poor vocabulary – a language that is lacking.

Let’s start with some early games, like Pitfall. And anything I say about games should not be interpreted as a criticism. I know first hand how hard it is to create anything that works. But the game is a product of its time – blocky graphics, bumbling controls, and a nonsensical plot that only serves as weak scaffolding for gameplay. And as such, it does some nonsensical things, like having the character fall into a bottomless pit. You ever think about how a bottomless pit actually kills? The falling person would die of starvation. Definitely not instant.

But let’s take a quick aside. Let’s talk about books, movies, video games, and anything that hints at a narrative. What are the elements of a narrative? I’m no scholar on literature or storytelling, but I think it’s fair to say they include plot and characters. I think this covers novels and movies and perhaps some short stories and other traditional narrative structures. I would then say that video games traditionally add another “axis” to the plot and character axes: gameplay. In fact, some games can just be gameplay reliant. Take Tetris or Kanji Drop – they contain no characters or plot! Some games, like Puzzle Fighter or Kirby’s Avalanche, can introduce characters and a meager plot, but the gameplay is still the core driver.

And so, I want to take a page from programming and ask, “What if books, movies, AND video games all derive from a common ‘Super Narrative’?” That is, what if there is an abstract hypothetical structure that when made real, focuses on some of its “axes” to create that particular narrative? That is, the Super Narrative would contain ALL the elements that books, movies, video games, and more encompass: words, action, plot, editing, angles, action, interactivity, music, and more? We cannot fathom something having all of these things at once – it is like trying to perceive the 26th dimension. But to consider a first-principles study of narratives is an important field as it can give insight and structure to seemingly disparate concepts.

So, what does this imply? That video games need to be more like books or movies? No! I’d say almost the opposite – they need to understand where they are. I’ve already established that they have an extra “axis” of gameplay. That is, a creator must balance gameplay along with story and characters when making a game with a plot, like a game in the Zelda series. But should the storytelling be like movies and books? Let’s think about this… I want to bring up something in movies (and some books) that is treated wildly different in video games: A montage. Think in the Rocky movie where he is working out in the Russian tundra and getting stronger. Rocky carries logs, chops wood, etc. in order to build up his stamina, endurance, and strength to take down Ivan Drago on his home soil. And why a montage showing short scenes stitched together over a soundtrack? Because no movie watcher wants to sit and watch someone chop wood for 5 hours. However, I would say that video games are extended montages. When a player fights enemies, goes through a dungeon, has a drawn out battle with a boss, etc. it is essentially filling the same narrative element as a montage. In this way, I argue that video games are basically extended montages with some dialogue and character development placed in between. In terms of percentages of time of experience, it’s almost reversed from movies: more time on the montage and less on the dialogue and character interaction.

And one more aside – let’s also consider the differences between a simulation and a game. Imagine Super Mario Bros. but without enemies, pits, score, timers, etc. It’s basically a “weird physics” simulation – Mario jumps, breaks bricks, etc. But having a plot of sorts – get to the flagpole, defeat bowser, etc. with stakes makes it a game and adds the fun element. After all, a video game without fun is like a rocket ship that doesn’t fly. But also consider some simulations or simulators that are fun – SimCity, Minecraft, etc. Sometimes just having a “sandbox” is fun in its own way. I had endless joy playing with a big bucket of Legos as a kid.

So where does this leave us? Well, I would say that video game narrative design should consider balancing the three axes I mentioned: characters, plot, and gameplay (not necessarily in that order). I think it should be re-thought from the ground up and that video game tropes – bottomless pits, instant kill spikes, nonsensically architectured palaces or dungeons – should be reconsidered, despite being commonplace. I made a conscious design choice to leave enemies in place after they are defeated, even on reload. Why? Because in reality, things don’t just disappear. I also will not have bottomless pits or anything physically nonsensical. The world needs some causality to it and allow itself to be questioned on a deep level. Most video games rely heavily on suspension of disbelief – you just don’t think about things. Why and how does a mushroom make Mario big and why and how does a fire flower allow him to shoot fireballs? How come he never runs out? Reality has conservation laws, like the conservation of matter-energy, but video games tend to not.

Finally, I want to add that I have used this structure to create The Adventure of Spyke but added one more axis: learning concepts. That’s right, the 4th axis, after gameplay, plot, and characters, in that order, is learning concepts. This is what I feel is the core unique feature of The Adventure of Spyke. The player will learn things but not because they are the core focus of the game. The game’s kernel is still rooted in traditional gameplay features. I feel the learning concepts are best expressed if they are integral to the action and in the guise of a puzzle, such as the energy and motor balancing. I feel things like learning kanji are best done through constant exposure and that’s part of the reason they are at the core of the inventory system. The puzzles end up helping to push the plot forward and are developed to sit in the game’s world. I will utilize the VR within the game as it can be an escape to a world without normal conservation laws or even causality and serve as a practice area with fewer adverse consequences while bootstrapping learning. In this way, the game in its entirety can be a sort of practicum for concepts that pose a more engaging way to learn concepts: an interactive practicum. Concepts are learned interactively and trial and error are welcomed. The player is rewarded rather immediately for understanding a concept so there’s less of the “Why do I have to learn this?” type of questions. (I will say that it is important to know some things to have a base level of understanding of the world we inhabit. My knowledge of math, though utilized less and less, gives me a vocabulary to understand the world. My knowledge of biology helps me understand medicine and disease. Knowing many things makes learning new things easier!)

So thank you for reading and please check out The Adventure of Spyke if you haven’t yet. You can play the demo for free right now on Steam and Itch. https://riotshieldgames.com/spyke

You give a bunch of kids a ball, they’ll make a game out of it. And why not? It’s fun and gets the wiggles out! I’ve never seen kids go and craft make-shift gym equipment. But what do I know, maybe there’s some that do!

Point is, we have gyms where we can do the right exercise to get a specific result. But gyms take dedication and commitment. A sport, on the other hand, is fun. One can even sweat more and more importantly, find it more exciting and enjoyable. I feel like schools are mostly like gyms but when it comes to the mind, where are the sports?

I know educational games have been tried … and tried … and tried. There’s obviously something wrong if it’s not working. The heart is in the right place: Make Learning Fun. Period. Why does this fail so spectacularly and disappointingly? Well, I want to give my two cents.

Here’s where I think the problem is. Most educational games have their goals prioritized thusly:
1. Educational Concept(s)
2. Gameplay
3. Plot
4. Characters

Now, here’s how most games are organized:
1. Gameplay
2. Plot
3. Characters

(Sometimes this order is switched, but let’s just go with this for sake of argument)
Let’s take my favorite game of all time: The Legend of Zelda: A Link to the Past for the Super Nintendo. The gameplay is Link’s ability to interact with objects like pots, swing a sword in interesting ways, run, swim, use objects, etc. That gives Link a rich interaction space with the world! Second is the plot – Save Hyrule (I’ll leave it that vague for fear of spoilers). And third, I’d say, is Link, the silent protagonist. Again, just my opinion and anyone is free to disagree.

Now, with The Adventure of Spyke, I wanted to weave the educational elements into the fabric of the game in a game-first design. So, I’m opting for something like this:
1. Gameplay
2. Plot
3. Characters
4. Educational Concept(s)

This “Education 4th” approach is what I believe makes this title a new paradigm shift for gaming. To me, learning new things is exhilarating and empowering — a sport of the mind, to tie it back! I’ve learned a lot in my life and pursued different careers where I had to quickly learn and assimilate a lot of information. I feel now I have a great grasp of what it takes to make learning interesting and what makes games fun and how to marry the two.

So, in Spyke, at least in the demo, you’ll find different educational concepts peppered throughout:
– Learning Japanese Kanji/Chinese Hanzi via exposure to Kanjicite jewels;
– Further learning through “grinding” (more to come after the demo) where random FRAGMENTs can be gathered;
– Energy balancing puzzles that help players develop numeric logic in an interactive form of pre-algebra; and
– Exposure to new vocabulary by explaining it context.

Notice that the game isn’t about learning. The learning is a sort of side-effect. The approach is that I want the learning to be interspliced into the game AND to give an immediate reward. Solve a puzzle based in an academic concept and a door opens or an item is received. But wait, what if that’s not enough? Well, I hinted at VR in Spyke. Later on, as concepts get more complex, there will be optional VR areas where one can try their hand at puzzles to get more exposure and feel more comfortable before moving on. The rewards will be less, but they will give the player more comfort. I may also give an easy way and hard way to get through a dungeon as well like I do in the Vault in Spyke!

So, in this way, I hope Spyke will at least show it’s possible for games and learning to intermesh in an exciting way! There’s nothing wrong with, say, block-pushing puzzles. But why not puzzles that give us skills that can help us excel at school? Or teach us concepts we can use in real life, like finance? And yes, real finance will be in the game. Under the hood is a system for loans and debt.

I hope you’re excited. I’m excited. I’m excited to build games and to journey into new places where games can push us forward while having fun. Because, after all, if we give a person enough motivation to learn, they’ll take off like a rocket and reach amazing new heights!

The heart of The Adventure of Spyke isn’t the combat. It’s the kanjicite crystal crafting system. Every weapon you forge begins with an octagonal crystal, and every crystal is a real Chinese or Japanese character.

Here’s the idea: to build a weapon, you place, rotate, and connect crystals in a logical chain – element to modifier to implement. A fire crystal (火) chained to a projectile shapes a fireball; swap in water (水) and now it’s an enchanted ball of liquid. You’re not memorizing flashcards. You’re making decisions under pressure, and the characters stick because they mean something in the moment you use them.

Why crafting, and not quizzing?

Traditional language games quiz you. Spyke makes the language load-bearing. If you don’t understand what 雷 (thunder) does, your build is weaker; so you learn it because you want the better weapon, not because a timer is counting down.

Each crystal carries its reading, meaning, and a short example of use, surfaced the instant you handle it. Over a play session you’ll touch dozens of characters, and the ones you rely on become second nature.

Designed by a PhD, balanced like a game

The system was designed by an MIT-educated electrophysics PhD, and it shows in the internal logic: mana isn’t a single bar but a budget you balance across your whole arsenal. The “physics of magic” is consistent, which means the language and the strategy reinforce each other instead of competing.

More blogs on the crafting UI, the scan system, and controller-first design are on the way. Thanks for following along.

Our VR and 3D art experience, A Stitch in Time, drew crowds at Caltech during LA Climate Week 2025 – and it was a thrill to watch people feel climate data instead of just reading it.

Where most climate education leans on charts and statistics, A Stitch in Time is built on MIT En-ROADS data and lets visitors step inside the difference between a 1.5°C and a 3°C world. The response from students, faculty, and the public was overwhelming.

What attendees experienced

Guests moved through an immersive installation that translates emissions pathways into a living, tactile environment. Small choices ripple outward; the consequences are something you witness rather than something you’re told.

We’re grateful to Caltech and the LA Climate Week organizers for hosting us. If you’d like to bring the experience to your institution or event, reach out at info@riotshieldgames.com and we will connect you with the Plant Based Treaty.

You can also read more about the original showing on the Caltech event page.

Half a million players are now learning Japanese through Kanji Drop and we couldn’t have reached this milestone without you.

When we set out to make a falling-block puzzle that actually teaches kanji, we weren’t sure how many people wanted to study a language while playing a game. The answer, it turns out, is a lot: 500,000+ downloads across iOS and Android, players spanning every JLPT level from N5 to N1, and a community that keeps showing up.

Thank you to the community

Your reviews, bug reports, deck requests, and kind messages have shaped Kanji Drop into what it is today, including Anki, WaniKani, and Koohii deck support that came straight from player feedback.

This milestone is also a foundation. The same engine powers Chinese Drop for Mandarin learners, and the lessons we’ve learned here feed directly into our flagship RPG, The Adventure of Spyke.

Here’s to the next half million. Thank you for learning with us.