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Class Experimental Game Design

  • Presentation

    Presentation

    This unit deals with interactive narratives as advanced game design techniques, including emergent and procedural techniques. Bringing together narratives and games opens up a range of expressive and experimental possibilities which is highly relevant for the kind of project intended for students in this study cycle. Contrary to what may be the impression of many game consumers, narrative in games does not necessarily require an expensive production. In demystifying narrative in games and showcasing its flexibility, students are helped in achieving greater expressiveness with fewer means, helping experimentation. Addressing these issues in the first semester of the second year of the study cycle rounds out the set of game design approaches explored in the study cycle and which the students can use for their thesis or final project.

  • Code

    Code

    ULHT6275-22900
  • Syllabus

    Syllabus

    1, Basics of Screenwriting

    • Unit Introduction;
    • Narratives vs. Plots;
    • Satisfying Storytelling.

     

    2, Interactive Narrative Techniques

    • The Interactive-narrative Paradox;
    • Authored vs. Emergent Narratives;
    • Conventional Interactive Narrative Techniques;
    • Non-conventional Interactive Narrative Techniques.
    •  

    3, Digital Interactive Narratives

    • Practical Application of Tree Diagrams in Narrative Engines;
    • Working with Emergent Elements.
  • Objectives

    Objectives

    Students that successfully complete this unit will acquire skills in designing and iterating games with strong narrative aspects:

    • recognizing the added value and risks in investing in narrative in a game creation project;
    • understanding interactive narratives as spectrum between authorial intent and emergence;
    • understanding the balance of expressive elements and the demands of different approaches in the authorship-emergence spectrum;
    • recognizing the essential qualities of satisfactory fictional plot, and knowing how to assure those qualities across different approaches to interactive narratives;
    • gaining a basic understanding of how to scope and specify the storytelling aspect of a game, including how to gauge the importance of narrative in the experience.
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    The unit is highly oriented towards project-based and experimental learning. It is particularly relevant that lecturers play the part of producers in students' creative processes, by monitoring these processes, suggesting alternatives and options for project directions, encouraging students to define a concrete project vision through iteration, experimental creativity, and planning, and by requiring design and production milestones (to be compiled by each student project group as part of the final semester project hand-in).

  • References

    References

    • ADAMS, E. W. (2005). Interactive Narratives Revisited. In Lecture at Games Developers Conference. Disponível em http://www. designersnotebook. com/Lectures/Interactive_Narratives_Revisit/interactive_narratives_revisit. htm.
    • ADAMS, E. W. (2013). Resolutions to some problems in interactive storytelling. Tese de Doutoramento. Teeside University, Middlesborough,Reino Unido.
    • ANTHROPY, A., CLARK, N. (2014). A Game Design Vocabulary. Addison-Wesley Professional.
    • LAUREL, B. (2014). Computers as Theatre. Addison-Wesley.
    • MURRAY, J.H. (2011), Hamlet in the Holodeck: The Future of Narrative in Cyberspace. Cambridge, Mass.: MIT Press.

     

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