Aetheria Classroom RPG
Theory → Art → Commerce: an educational RPG
The Full Pipeline
Aetheria is the project that proves the system works — and honestly reveals where it doesn't. It traveled the complete I→II→III path: from gamification theory to game design to revenue product. This write-up is a post-mortem, because honest reflection on what failed teaches more than polished success stories.[1] Ries argues that validated learning — the disciplined process of discovering what customers actually want — is the fundamental unit of progress for startups, and that learning often comes from failure rather than success.
The Theory (ORGAN-I)
Not shallow "add points and badges" gamification. Structural gamification — using game design principles to reshape learning:[2] Deterding's framework distinguishes between surface-level gamification (points, badges, leaderboards) and deeper gameful design that draws on game design's capacity to create intrinsically motivated engagement.
- Meaningful choices over reward schedules (Deterding's gameful design)
- Recursive pedagogy — learning is recursive; Level 3 quests require applying Level 2 knowledge in new contexts
- Narrative as motivation — academic mastery genuinely advances the plot, not as arbitrary overlay
The Game Design (ORGAN-II)
Character system: Four stats — Insight, Craft, Valor, Empathy — mapping to learning modalities, all growable.[3] Schell's lens-based approach to game design informed the stat system — each stat functions as a lens through which students engage with material, ensuring every learner finds a growth path. Quest design: Teachers create quests from assignment templates. A reading assignment becomes a "Library Expedition." The RPG framing provides structure that helps teachers design better assignments.[4] Koster's central thesis — that fun is the brain's response to mastering patterns — guided quest structure so that each quest teaches a recognizable pattern before layering complexity. World building: Procedurally generated from curriculum — a chemistry unit generates a world where alchemical principles govern reality.[5] Murray's concept of the procedural author — designing systems that generate narrative rather than scripting it directly — is the exact principle behind curriculum-driven world generation.
// Character stat system — four growth dimensions
interface CharacterStats {
insight: number; // analytical, reading, research
craft: number; // making, building, creating
valor: number; // presentation, debate, leadership
empathy: number; // collaboration, peer review, mentorship
}
interface StudentCharacter {
id: string;
name: string;
stats: CharacterStats;
level: number;
questLog: QuestEntry[];
narrative: NarrativeState;
}
// Quest system — teachers author from templates
type QuestDifficulty = 'apprentice' | 'journeyman' | 'master';
interface QuestTemplate {
id: string;
assignmentType: 'reading' | 'writing' | 'project' | 'exam';
narrativeFrame: string; // "Library Expedition", "Forge Trial"
statWeights: Partial<CharacterStats>; // which stats grow
difficulty: QuestDifficulty;
prerequisites: string[]; // quest IDs for recursive depth
}
interface QuestEntry {
templateId: string;
status: 'available' | 'active' | 'completed' | 'failed';
startedAt?: Date;
completedAt?: Date;
xpAwarded: number;
narrativeOutcome?: string; // procedurally generated
}
// World generation — curriculum drives reality
interface WorldConfig {
subject: string; // "chemistry", "literature"
unit: string; // "organic compounds", "modernism"
generativeRules: WorldRule[]; // curriculum → world mechanics
aestheticTheme: string; // "alchemical", "mythological"
}
interface WorldRule {
curriculumConcept: string;
worldMechanic: string; // how concept manifests in-world
interactionType: 'explore' | 'solve' | 'craft' | 'negotiate';
} Metrics
| Metric | Value | Assessment |
|---|---|---|
| Pilot classrooms | 47 | Below target (100) |
| Teacher retention (month 2) | 68% | Acceptable |
| Teacher retention (month 6) | 41% | Below target (60%) |
| Student engagement increase | +23% | Strong |
| NPS (teachers) | 42 | Good but not great |
What Worked
Student engagement: +23% assignment completion. Narrative integration was the key — students cared about quest outcomes because the stories were connected to their actual learning.[6] Gee's research demonstrates that well-designed game environments create "situated meaning" — players learn because the context makes abstract concepts tangible and consequential, exactly what we observed in assignment completion data.[7] The engagement increase aligns with Csikszentmihalyi's flow theory: the quest structure balanced challenge and skill, keeping students in the productive zone between boredom and anxiety.
The governance pipeline caught quality issues early. At the I→II transition, we verified the theoretical framework. At II→III, we verified the game design was teacher-ready. Without these gates, we would have shipped too early.[8] Ostrom's work on institutional governance informed the gate structure — her design principles for managing shared resources translate directly to managing shared creative infrastructure, where premature release degrades the commons.
What Failed
Onboarding complexity. 2-3 hours of setup. Teachers don't have that time.[9] Brooks's observation that conceptual integrity demands one mind (or a very small team) shaping the user experience proved prescient — we had built a system that reflected our own understanding rather than meeting teachers where they were. Free tier didn't demonstrate value. Without the narrative engine, it looked like every other gamification tool.[10] Christensen's framework reveals our pricing failure — the free tier stripped away the disruptive innovation (narrative integration) and left only sustaining features that incumbents already offered better. Wrong sales direction. Bottom-up (individual teachers) when value was clearest at school level.[11] Self-determination theory explains the adoption gap: individual teachers lacked institutional autonomy to adopt a tool that required cross-classroom coordination, undermining the competence and relatedness needs that drive sustained engagement.
Why Include a Failure?
The I→II→III pipeline worked as governance — it caught problems, preserved decisions, and enabled this post-mortem. The product needs iteration, but the system that produced it is sound. That's what governance as creative infrastructure looks like in practice: not preventing failure, but making failure legible and recoverable.[12] Papert's constructionism holds that the best learning happens through building things that fail and then understanding why — Aetheria itself became an instance of the pedagogy it tried to teach, and this post-mortem is the assignment.
References
- Ries, Eric. The Lean Startup. Crown Business, 2011.
- Deterding, Sebastian et al.. From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of MindTrek 2011, ACM, 2011.
- Schell, Jesse. The Art of Game Design: A Book of Lenses. CRC Press, 2008.
- Koster, Raph. A Theory of Fun for Game Design. Paraglyph Press, 2004.
- Murray, Janet. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. MIT Press, 1997.
- Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan, 2003.
- Csikszentmihalyi, Mihaly. Flow: The Psychology of Optimal Experience. Harper & Row, 1990.
- Ostrom, Elinor. Governing the Commons: The Evolution of Institutions for Collective Action. Cambridge University Press, 1990.
- Brooks, Frederick P.. The Mythical Man-Month: Essays on Software Engineering. Addison-Wesley, 1975.
- Christensen, Clayton M.. The Innovator's Dilemma: When New Technologies Cause Great Firms to Fail. Harvard Business Review Press, 1997.
- Deci, Edward L. and Ryan, Richard M.. Self-Determination Theory: A Macrotheory of Human Motivation, Development, and Health. Canadian Psychology, 49(3), 2008.
- Papert, Seymour. Mindstorms: Children, Computers, and Powerful Ideas. Basic Books, 1980.