Narrative &
Game for Learning

Sweet English


Tools: Renpy; Midjourney
Nov 7th 2023


Concept Overview

"Sweet English" is a visual novel game set in a fictional international university where the player, a foreign exchange student, navigates both campus life and the nuances of the English language.

Needs/ Pain Points


In today's interconnected global landscape, proficiency in English is not just a professional prerequisite but also a key to cultural and social integration, particularly in academic and community settings. Traditional language learning methods, often centered around textbook formalities, fall short of equipping learners with the nuances of daily spoken English, which is essential for navigating the intricacies of school life and neighborhood interactions. These methods typically overlook the casual, colloquial aspects of the language that are crucial for authentic conversations, building friendships, and understanding cultural subtleties. As a result, learners might find themselves well-versed in grammar and vocabulary yet unable to engage in the simple, everyday exchanges that form the backbone of school life and community living.

This gap is particularly evident in scenarios like informal chats with peers, understanding local idioms, participating in group discussions, or even comprehending the humor and slang commonly used among English speakers. Traditional classroom settings rarely provide the practice needed for such real-life interactions, which are spontaneous and less structured compared to academic discourse. There's a notable difference in the language used in classrooms and textbooks versus that spoken in cafeterias, dormitories, or local shops. This discrepancy often leaves learners feeling underprepared and lacking confidence in their conversational skills.

Design Description


The core narrative revolves around the player's interactions with senior girls in English Major. As the player's mentor and potential romantic interest, they guide the player through various real-life scenarios that serve as both language lessons and narrative progression.

The game's storytelling approach is character-driven, focusing on realistic dialogue and relatable situations to engage players emotionally. The narrative is designed to evolve based on player choices, offering multiple storylines and endings that depend on the player's language proficiency and relational decisions. This design choice emphasizes the game's educational and interactive aspects, making learning English a pivotal part of the story's advancement.




Target Audience

English
Language Learners
Visual Novel and Galgame Enthusiasts
 Aged 16-30
Need a real-world English context and affective motivation

Learning Theories

  • Affective Design
  • Gamified Learning
  • Constructivism
  • Multimedia Learning
  • Sechma
  • Social Constructivism

Prototype

The first girl, Alice, you met in the game. She is a senior student in English Major with experience teaching kindergarten kids English.





Whether you have shown that you know a certain English expression or not through options in the game, Alice will praise you or show affection. I hoped that the love episodes would alleviate the frustration and lack of companionship that comes with learning a language.






Thanks for Visiting!
 

Vicky (Suiyuan) Zhu
UX  |  Product  |  HCI