Skip to main content

Designing Strong Quests

A Guide to Choosing Topics and Building Effective Learning Flows

Lindsey Tropf avatar
Written by Lindsey Tropf
Updated over 2 months ago

1. What Makes a Good Quest Topic?

A strong quest topic begins with a real-world problem or mystery that learners care about. The topic should:

  • Be authentic and meaningful – grounded in real-world phenomena (e.g., an epidemic spreading, a seal getting sick, a crop failing) .

  • Be complex enough to drive inquiry – not answerable in a single step or with one piece of data .

  • Have emotional or social resonance – give learners a reason to care (e.g., helping a friend, protecting animals, solving a local problem).

  • Support standards and learning objectives – aligned to disciplinary goals in science, math, or other domains.

  • Fit within an existing game setting – using maps and assets from Tyto reduces development cost and keeps immersion.

Examples of strong topics:

  • Why is the coral reef bleaching, and how can we stop it? (climate change, ecosystems)

  • How can we design a wheelchair ramp for the academy? (geometry, slope, accessibility)

  • Why are the wombats sick, and how should we design the best shipping box for their samples? (volume, surface area, biological systems)


2. Core Elements of a Good Quest Flow

A good quest follows a problem-based learning arc that mirrors both inquiry and classic storytelling structures:

  1. Introduce a meaningful problem – often through dialogue with an NPC.

  2. Explore and gather evidence – making observations, collecting samples, or analyzing data.

  3. Generate and test ideas – comparing evidence, building models, spotting patterns.

  4. Synthesize into a claim or solution – use argumentation or modeling tools.

  5. Resolve the problem – enact a solution in-world or persuade another character.

  6. Reflect and debrief – NPCs help wrap up, reinforcing the lesson .

Even for topics that may not seem to need deep inquiry (such as career exploration or awareness quests), this arc is valuable. Structuring the quest like a Hero’s Journey empowers learners by:

  • Giving them a role and purpose in the narrative.

  • Creating a sense of challenge and growth as they explore options, make choices, and synthesize what they’ve learned.

  • Turning even “informational” goals into agency-driven experiences, where students figure out aspects of a career, role, or community problem rather than passively receiving information.

This way, the flow doesn’t just transmit knowledge — it creates ownership, empowerment, and motivation, which increases transfer and retention.


3. Mapping Game Mechanics to the Flow

Tyto provides a robust set of in-world and overlay mechanics to support inquiry.

Here’s how they can align with quest phases:

Problem Setup

Branching dialogue with NPCs; scripted in-world events (e.g., an animal getting sick)

Collecting Evidence

Item collection (samples, trash, animals), camera observations, button interactions (e.g., ultrasound), picture click (e.g., microscope slide)

Analyzing Data

Picture click (graphs), image analysis, research/citations (articles, blogs)

Modeling Ideas

Flowcharts (food webs, processes), SimuPlace (drag-and-drop models), categorization tasks

Synthesizing Solutions

Argument builder (claims from evidence), branching dialogue (persuasion)

Resolution

Interaction-based tasks (removing invasive species, fixing a ramp), final dialogue for debrief


4. Best Practices

  • Mechanics = the learning. Don’t separate “fun” gameplay from the educational task. The act of doing science or math in-game should be the learning .

  • Avoid one-step “find the answer” quests. Build progression where evidence pieces layer into an explanation.

  • Use evidence cards & argument builders. These reinforce practices of real-world scientists and mathematicians.

  • Give context & emotion. A sick animal, a struggling friend, or a community problem gives players motivation.

  • Debrief. End with reflection, where NPCs summarize or challenge the learner’s claim.

  • Think in terms of the Hero’s Journey. Even when a topic is lighter (e.g., career exploration, vocabulary review), framing it as a journey empowers learners:

    • Call to Adventure: NPCs invite players into a meaningful challenge.

    • Trials and Choices: Players explore, gather evidence, and wrestle with decisions.

    • Resolution and Return: Players present solutions, reflect, and “return” changed — with new knowledge or skills.

When quests are structured this way, students don’t just consume information — they experience ownership, growth, and empowerment through the process.


In short: A good Tyto quest topic is an authentic, complex problem tied to standards. A good quest flow uses mechanics to guide learners through inquiry—collecting evidence, making sense of it, building arguments, and resolving the problem—while keeping the learning central to the gameplay.

Did this answer your question?