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Presentation
Presentation
The curricular unit Argument and Interactive Narratives aims to encourage students to develop interactive arguments for videogames and animations and to explore them according to the interactive nature and freedom that each one offers in terms of complementing the gameplay and / or usability. This curricular unit is essential to acquire the skills needed to create fiction and playful interactive narratives as well as learning how to build a game design centered on narrative issues.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 4
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Year | Nature | Language
Year | Nature | Language
1 | Mandatory | Português
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Code
Code
ULP2533-16939
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
Types of fiction. Tecniques to write fiction. Character, conflict, story, scenario, dialogue and theme. Characters. First sketches, context, physionomy, personality. The protagonist and his goal. Protagonists without goals. Action, environment and dialogue. Character types in videogames. The hero, the reluctant hero, super-hero, anti-hero, etc. Videogames as emergent systems: immersion, actions, reactions, interactivity, gameplay, paidia and ludus. Worlds and scenarios. 2D, 2.5D and 3D worlds. Ambience, context and dimensions. Types of representations. Storytelling techniques I: story progresssion, the three-act struture: beginning, middle, ending. Epilogue and catharsis. Storytelling techniques II: elements to create a great story. The narratives we play: narrative structures (linear, non-linear, multilinear and emergent). Emergent authenticity, different endings and flowcharts.
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Objectives
Objectives
Acquire the essential skills to create playful interactive fictions and narratives for video games. Apply fiction writing and storytelling techniques, including the three-act structure. Create characters (protagonists, goals, types) and worlds and settings. Understand video games as emergent systems (immersion, interactivity, gameplay). Build narrative structures (linear, non-linear, multilinear and emergent), with alternative endings and flowcharts. Build a game design centred on narratological issues that combines narrative and action. Critically analyse one's own work and defend the narrative decisions made.
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Teaching methodologies
Teaching methodologies
The teaching methodology is rooted in a Project-Based Learning (PBL) approach, combining a theoretical introduction to the syllabus with the expository and critical analysis of various video game examples (complemented by images, documentaries, and films). This project-oriented practical approach helps consolidate the subject matter while creating a comprehensive and engaging classroom dynamic for the discussion and analysis of video games and multimedia applications, primarily focused on character, world, and script development.
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References
References
Carita, A. (2015). Pensar Videojogos: Design, Arte e Comunicação. Edições Universitárias Lusófonas. Dubbelman, T., Roth, C., Koenitz, H., Knoller, N., & Haahr, M. (Eds.). (2018). Interactive Digital Storytelling. Springer. https://doi.org/10.1007/978-3-030-04028-4 Green, A. M. (2018). Storytelling in Video Games: The Artist on the Digital Stage. McFarland & Company. Koenitz, H. (2023). Understanding Interactive Digital Narrative: Immersive Expressions for a Complex Time. Routledge. Koster, R. (2013). A Theory of Fun for Game Design (2nd ed.). O'Reilly Media. Murray, J. H. (2017). Hamlet on the holodeck: The future of narrative in cyberspace (Updated ed.). MIT Press. Short, E., & Adams, T. (Eds.). (2019). Procedural storytelling in game design. CRC Press. Skolnick, E. (2014). Video Game Storytelling: What Every Developer Needs to Know About Narrative Techniques. Watson-Guptill.
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Assessment
Assessment
Avaliação contínua
Três exercícios práticos ao longo do semestre, com entrega e apresentação/discussão presencial obrigatória (média ponderada de 0 a 20 valores):
- Exercício 1 (20%) + Apresentação 1 (10%);
- Exercício 2 (20%) + Apresentação 2 (10%);
- Exercício 3 (25%) + Apresentação 3 (15%).
Trabalhos originais e específicos para esta UC. Sem nota mínima em nenhum elemento.
Assiduidade
70% das aulas (trabalhadores-estudantes só nos momentos de avaliação).
Atraso na entrega
Penalização de 25% até 24 horas e 50% até 48 horas; depois, não é aceite.
Elemento adicional
O docente pode solicitá-lo para aclarar o desempenho de um estudante.
Exame de recurso/época especial (100%)
Trabalho individual que junta e aprofunda os 3 exercícios, com apresentação obrigatória (10 minutos mais discussão) e portátil.
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Mobility
Mobility
Yes





