For teachers

Let your students feel Kafka before they discuss him

Two of Kafka’s parables, turned into games that take one class period. Your students do not read about a man who waits at a gate. They wait at it. Then you talk. Everything here is free, needs no sign-up and no installation, and works without an internet connection.

Open Before the Law Open An Imperial Message Open for a classroom board Download everything (zip)
Time
About 15 minutes and about 12 minutes
You need
Any modern browser. Sound helps.
Cost
Free, for any classroom
Level
Senior school to university
Language
English, with Kafka’s German in one game
Privacy
Nothing is uploaded or tracked

The aim

This project has one aim: that students should feel Kafka instead of only reading him.

Kafka is usually taught as a list of themes to remember: authority, delay, futility, the unreachable. A student can learn those words for an examination and never once feel what they name. In these games the student is the man from the country, and is the messenger. They choose to wait, and watch the years go. They run, and the palace does not end. By the time the class sits down to discuss the text, every student already has an experience of their own to argue from.

One piece of advice matters more than the rest: play first, explain afterwards. Do not summarise the story or name its themes before the students have played. The game works because nobody has told them yet that the gate was open.

Three ways to run it

On the classroom board

One game, played together. A student stands at the board and the room calls out the choices. The argument over whether to press Enter is the lesson. Best for a first encounter.

One device each

Every student plays alone, with headphones, on a laptop or phone. Quieter and more personal, and each student leaves with their own record to write from.

Before class

Set the game as preparation and use the whole period for discussion. Ask students to bring the reflection they saved at the end.

A lesson plan for one period

Fifty minutes, built around Before the Law on the board. Shorten the discussion to fit a shorter period.

  1. Before class
    Set upOpen index.html on the board, turn on Classroom board, go full screen, and check that the narration can be heard at the back.
  2. 0 to 3 min
    Say almost nothing“We are going to stand in front of a gate.” No summary, no themes, no author’s biography.
  3. 3 to 20 min
    Play it togetherOne student at the board; the class decides each choice. Let them disagree out loud. Do not hurry the years, and do not tell them what Enter does.
  4. 20 to 25 min
    Write in silenceThree sentences each: “What kept us outside the gate?”
  5. 25 to 40 min
    DiscussOpen What happened here at the end of the game. It shows what this class actually did: the years spent, the times they tried to enter, what they gave away. Start from that record, then use the questions below.
  6. 40 to 48 min
    Now read KafkaRead the parable aloud from your own edition. It is barely a page. Ask what the page does that the game could not, and what the game did that the page cannot.
  7. 48 to 50 min
    Leave them with one question“Is there a doorkeeper in your own life?”

A second period

Play An Imperial Message the same way, then put the two side by side. In one, a man is outside, trying to get in. In the other, a message is inside, trying to get out. Kafka printed them in the same book in 1919. Ask what single picture the two halves make.

On a classroom digital board

Every page has a classroom board mode for interactive flat panels and projectors. It makes all text and buttons larger, brightens the dim text so it survives a lit room, moves the small controls to the bottom-left corner where a hand can reach them, and adds a full-screen button.

Board mode has been checked at board resolution with touch input in a desktop browser. Boards differ, so open it once on yours before the lesson.

Questions for discussion

These are the same questions the games show on their reflection pages.

Before the Law

  1. Nothing physical prevents the man from entering. What does stop him? Point to the moment in the story — or in your own play — where he gives up.
  2. At the very end the doorkeeper says the entrance “was meant for you alone.” Why tell him only then? What changes if every person has their own gate?
  3. Is the doorkeeper a liar, a servant, a guard, or something else? Find one thing he says that supports your answer, and one that complicates it.
  4. The man tries asking, bribing, flattering and even pleading with the fleas — but never simply walks in. Why do people choose indirect routes over direct action?
  5. The radiance appears only when the man is nearly blind. What might it stand for, and why does it come so late?
  6. When you pressed Enter, the game did not let you through — it had you talk yourself back down. Was that fair? What argument about the story is the game making by doing that?
  7. Is there a “doorkeeper” in your own life — a rule, a person or a fear that you have obeyed without ever testing it?

An Imperial Message

  1. The Emperor is the most powerful person in the empire, and he cannot get one message to one person. What does the story suggest about power?
  2. Nobody blocks the messenger on purpose. Make a list of everything that stops him. Which of these could anyone actually fix?
  3. Almost everything after the first chambers is told with “if” and “would”. Why might Kafka tell most of a story in a mood that never happens? How did the game show you this?
  4. The message comes “from a dead man.” Does that make it worthless, or more precious? Would you still want to receive it?
  5. Kafka never tells us what the message says. What do you think it says, and what does your answer reveal about you?
  6. Read the last sentence again. Is it hopeful, sad, or both? Is dreaming the message a failure, or the only way it could ever arrive?
  7. In Before the Law a man waits outside, trying to get in. Here a message is inside, trying to get out. If the two stories are halves of one picture, what is it a picture of?
  8. Is there a message you are waiting for from far away: from an institution, a parent, a god, the future? What do you do while you wait?

Written work

What happens in each game

Before the Law, about fifteen minutes

The student is the man from the country, seen through his own eyes. He walks to the gate. He can ask, look, offer his possessions, study the doorkeeper, or choose Enter, which is always on the screen and never disabled. Every choice costs years, and the years are shown passing: the light wheels, winters come, the man ages. At the end the game says how long he stayed, and that the gate was never locked.

An Imperial Message, about twelve minutes

A dying Emperor whispers a message meant for the student alone. As the messenger, the student memorises it, then runs: through crowds, chambers, stairs and courtyards that do not end. When Kafka’s sentence turns to “if”, the world is drawn in pencil and then torn up. The student ends at their own window and dreams the message for themselves. It is never written anywhere, not even in the code.

Both games keep a journal of insights, and both end with a page of background, readings of the parable and questions. An Imperial Message also shows Kafka’s German with notes on its key words.

Whatever you teach

CourseWhat the games give you
LiteratureThe parable as a form, modernism, the unreliable promise of meaning, and the subjunctive mood made visible.
Law and legal studiesAccess to justice from the side of the person kept waiting; authority that works through delay and never through force.
Philosophy and ethicsFreedom that goes unused, obedience without an order, and waiting as a choice.
Politics and sociologyBureaucracy, hierarchy and distance: power that cannot deliver even its own message.
PsychologyFear of authority, procrastination and self-deception, experienced before they are named.
German studiesKafka’s original set beside the English, with notes on the words that matter.
Education and teacher trainingA worked example of teaching a text through experience first and explanation second.

If something goes wrong

What you seeWhat to do
A message that the scene needs WebGL, or a blank pictureOpen the text-only version of the same game. It has the same choices and the same ending.
No soundClick or tap the page once; browsers stay silent until then. Check Voice and Sound in the corner.
The picture stuttersAdd ?low=1 to the address, close other tabs, or use the text-only version.
Text is too small from the backTurn on Classroom board, or zoom the browser in.
Students have already seen every insightThe journal is kept in the browser. Clearing the site’s data starts it again.

Good to know

Using and crediting it

Use these games in any class, at any institution, as often as you like. If you mention them in a syllabus or a paper, a line such as this is enough:

Vikas Goyanka, Playable Readings: Before the Law and An Imperial Message (National Law University, Delhi, 2026), made in honour of Prof. (Dr.) Prasannanshu.

The project grew out of the teaching of Prof. (Dr.) Prasannanshu at National Law University, Delhi, who asks his students to answer literature by making something of their own. Read the acknowledgements.