Week 7 · Lab
An introduction to Construct 3
Before any tutorial
That loop is interaction. Everything in Construct is built on top of it.
The one sentence that matters most
Construct is a tool for building
interactive systems.
Not an order to make a specific kind of game.
Almost the entire pedagogy of this lab is that one line. Repeat it every time someone asks “how do I make a game where: ”.
Ask this instead
Not: “What do you want the player to see?”
Instead: “What do you want the player to have to do here?”
That single swap pulls them out of graphics and genre and into interaction design, before you've mentioned a single Construct feature.
Then push once more
What must the player do here that they wouldn't do if this were just a piece of text?
A question that works equally well for game studies and for electronic literature. Bring it back for every idea, all semester.
Demystify Construct
Say this out loud in the lab. It costs nothing and it changes what students think the software is for.
You should come away understanding
Think in rules before effects
All four are the same shape: a condition and a consequence. Only the first one is a “game mechanic.”
Borrow a lens before you build
Borrowed from game studies / electronic literature: rules & mechanics, agency, roleplay, emergent narrative. Same four questions come back in Week 10: aimed at Trail Mix, a real interactive walk, instead of a generic game.
First 10–15 minutes
“This is already an interactive system. Not because it has graphics, but because an action has a rule and a consequence.”
Show one weird demo. Not ten.
Then show them the event sheet. Three lines. That's the moment they realise electronic literature and game design don't require a huge technical system.
Build together
Construct events almost as English, this makes the tool much less intimidating.
Tiny interaction experiments
What else could this variable represent?
This is where your pedagogical approach starts entering very naturally.
The method, in one exchange · pedagogy → rhetoric → programming
Let their idea drive the technique
If someone wants a completely ordinary platformer, great.
Don't make experimentation a new norm they have to follow instead of the old one. You're opening the option space, not swapping one right answer for another.
End challenge
Make one interaction that communicates something
without text.
Ask afterward: what does this make the player do that a sentence describing the same idea would not?
When something breaks
Don't just hand them the fix.
Ask: “What does Construct think the state is right now?”
That question teaches events, conditions, state and causality. The fix alone teaches nothing.
When it finally works
Don't stop at “it works.”
Ask: what does this rule do to the experience?
That's the question that moves them from programming to design.
Next week
What happens when the rules stay the same but the images don't?
Carry this into every Construct lab
Don't start with what Construct can make.
Start with what you want the interaction to do.