Modular Scenario-Based Training

Modular Scenario-Based Training

Game Attributes

  • The contextualized story telling design of our games afford trainers an opportunity to use the games as the backdrop of the classroom environment
  • Most of our games are divided into 3 Acts
    • Act 1 involves the prologue, triggering of an emergency or situation, and the first response;
    • Act 2 involves the struggle to deal with the emergency as conditions worsen and team morale wanes; and
    • Act 3 involves the resolution (i.e. the team escapes, shelters in a refuge chamber, or perishes) and denouement

Pre-Planning Strategy

  • Each Act is programmatically divided into blocks of dialog that can be re-assembled at run-time to create situational variation
  • For example, Harry’s Hard Choices has more than five thousand lines of dialog
  • Trainers can use the dialog blocks to format a classroom training which allows the use of the games in a modular and scenario-based context


  • Games such as HHC have both explicit and implicit decision points affording trainers the flexibility of developing a range of topical content areas for classroom discussion and activity development
  • Regardless of the type of decision points (explicit vs. implicit), trainers can deliberately start and pause the game around these decision points and create group activities and discussions around the decision points