Story Mode:Gameplay

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This is the page concerning information regarding the gameplay of Minecraft: Story Mode and Minecraft: Story Mode - Season Two.

The game is an episodic point-and-click narrative-driven graphic adventure video game similar to Telltale Game's previous titles such as Tales from the Borderlands. The player is able to collect items, solve puzzles, and talk to non-player characters though conversation trees to learn about the story and determine what to do next.

Achievements

Main article: Achievements

Most achievements in Minecraft: Story Mode are unlocked by progressing through the story. However, a few are tied to optional actions, such as crafting specific items or making certain choices.

Building

Building is the process of placing blocks and removing them. It is different from the QTE version of building in the first season.

Combat

Combat occurs during specific segments of the game, where players control Jesse to move and attack enemies. Combat segments typically allow the player to control movement and timing of attacks. Combat is distinct from quick time events (QTEs), as it involves direct control of Jesse’s movement and attacks, rather than timed button presses or scripted actions.

Season One

Combat in Season One

In the first season of Minecraft: Story Mode, Jesse's movement is limited to moving forward and backward. They can swing a weapon and choose which enemies to attack by positioning Jesse in different directions.

Season Two

Combat in Season Two

The second season introduces more dynamic combat for Jesse, allowing greater freedom of movement, such as rolling left or right to change directions. The stamina bar is also introduced, where depleting it completely causes Jesse to slow down or stop momentarily. Attacking uses a significant amount of stamina, while rolling depletes only a small amount.

Weapons

Enemies

Crafting

The recipe book in Minecraft: Story Mode - Season Two.

Crafting is done by placing the individual items onto the crafting table's 3×3 grid, before the items shake and combine to create a valid item (if the combination is accepted and works.) The player can choose items to place and where to place them with no time limit.

Craftable items

This list is incomplete; you can help by expanding it.

Sounds

Sounds
SoundDescriptive nameGUIDEvent pathOne-shotStreaming3DSound bankSeason
sfx_craftSword_Stonecdfbd730-6050-4dcb-8a1f-4e319134b0de????Common.bankOne & Two
sfx_craftSword_Metaladc4fe40-dc15-4fc6-8c5f-87aa9b60c6f6????Common.bankOne & Two
sfx_craftSword_crystal?????Common.bankTwo
sfx_craftSword_food?????Common.bankTwo
sfx_craftSword_wood?????Common.bankTwo

Cutscenes

Cutscenes are non-interactive sequences that interrupt gameplay to show character dialogue, advance the story, set the mood, and show the effects of players' actions.

Decision-making

Player choices that influence dialogue, relationships, and story direction, sometimes leading to different consequences.

Interactive free roam

Interactive free roam segments allow players to explore a contained area, interact with objects and characters, and sometimes complete optional tasks before progressing. These segments introduce nonlinear gameplay, as players can choose the order in which they explore the area, engage in conversations, or interact with objects.

Linear path navigation

Movement along a fixed route with limited exploration.

Quick time events

Timed button prompts that require players to react quickly to on-screen cues, affecting the outcome of certain situations.

See also

External links

Navigation