Universität Wien

170995 UE Media Aesthetics in Everyday Use (2023S)

Narrative in games - a practical introduction

Continuous assessment of course work

Es kann sich nur anmelden, wer bereits erfolgreich eine Vorlesung im Erweiterungscurriculum besucht hat. Die Teilnahme ohne abgeschlossene (!) VO ist in keinem Fall möglich.

Bitte wählen Sie bei der Eingabemaske auf u:space aus den möglichen Optionen "Erweiterungscurriculum" aus und lesen Sie die Informationen der SPL-Website durch, damit Ihre Anmeldung berücksichtigt werden kann:
https://spl-tfm.univie.ac.at/studium/studien/ec-medienaesthetik/

Wenn Sie nicht fürs EC "Medienästhetik" registriert sind, kann Ihre Anmeldung zur Prüfung nicht korrekt zugeordnet werden!

ANLEITUNG ZUR REGISTRIERUNG DES EC "A 171 Medienästhetik im Alltagseinsatz":

https://www.youtube.com/watch?v=2uUQBRJFGNQ

Bei Fragen organisatorischer Natur wenden Sie sich bitte an meine Tutorin Sonja Browne:
sonjab73@univie.ac.at.

Registration/Deregistration

Note: The time of your registration within the registration period has no effect on the allocation of places (no first come, first served).

Details

max. 30 participants
Language: English

Lecturers

Classes (iCal) - next class is marked with N

  • Saturday 11.03. 10:00 - 13:30 Seminarraum 3 2H467 UZA II Rotunde
  • Sunday 12.03. 10:00 - 15:30 Seminarraum 3 2H467 UZA II Rotunde
  • Saturday 22.04. 10:00 - 13:30 Seminarraum 3 2H467 UZA II Rotunde
  • Sunday 23.04. 10:00 - 15:30 Seminarraum 3 2H467 UZA II Rotunde
  • Saturday 10.06. 10:00 - 13:30 Hörsaal 2H510 UZA II Rotunde
  • Sunday 11.06. 10:00 - 15:30 Hörsaal 2H510 UZA II Rotunde

Information

Aims, contents and method of the course

Games pervade the society on many levels and in many forms – the biggest “player” in the field of games is without a doubt the video game industry, but board games, card games, escape rooms and various forms of tabletop or life-action role-playing games are also widely popular. Narrative is one of the key elements of games – while games in general are a form of interactive experiences, most of those experiences contain interactive storytelling and some of the most-beloved games of all time are centered around this storytelling aspect. I’ve been working as a game designer for professional companies for about twelve years now, and in most projects I’ve worked on I’ve been responsible for the narrative aspect of various games and game scenarios.

Aims
In this course, I would like to teach the students to analyze the narratives told by games and to understand their role within the medium. Being a professional with both academic and game design background, I offer a course where the students will learn to understand games and their narratives better by actually designing game narratives and stories. While I can’t promise that students will become great narrative designers after one course, using principles of narratology and game design in practice will give them valuable insights into the ways narratives and games are build. I will also supply them with tools and tips to improve and deepen their game design experiences if they will want to pursue this path further after the course ends.

Contents and methods
Each Saturday meeting will be focused on learning new perspectives on narratives in games, while each Sunday meeting will be focused on practical exercises using those perspectives. The main exercise of every Sunday will be creating a rudimentary design document (or design doc for short) – a blueprint for a potential game.

During the first weekend (11-12 March), I’ll introduce the core ideas behind game design. I’ll explain how the interactivity of games makes designing and analyzing them different from non-interactive media, introducing base terms and methods of ludology, aka. game studies. I’ll also show how I approach my work as a game designer and what place narrative occupies in my design process. On Sunday, I’ll invite the students to create rudimentary design docs of games based on the framework I myself work with.

During the second weekend (22-23 April), we’ll discuss the relationship between narratology and game design. We’ll start by analyzing the seminal impact of Campbell’s monomyth on game design storytelling, discussing its potential and pitfalls. Then, we’ll move to more general narratological frameworks and discuss how interactivity of games affect what stories can we tell (or, rather, construct) using them. On Sunday, I’ll provide frameworks for creating design documents of a few game varieties with a strong emphasis on the narrative: visual novels, gamebooks, and computer or tabletop roleplaying games. Then, I’ll invite the students to work in groups and use one of those frameworks to create a design document of a game belonging to one of those genres.

For the final weekend (10-11 June), the main topic will be the performative approach to game narratives. We’ll discuss how every act of playing a game can be understood as a performance, and how various building blocks of game narratives can be analyzed via the lenses of performance studies. As it’ll be the final meeting, I’ll also provide advice for students willing to further develop, and possibly publish, the games they’ve designed during the course (or elsewhere). I’ll give a brief introduction to main video game engines, as well as platforms for distributing non-digital games.
On Sunday, 11 June, I’ll provide frameworks for designing games that go especially well with the performative approach of the last meeting: life-action roleplaying games (larps), boardgames and escape rooms and invite the students to work on their final design docs.

Assessment and permitted materials

The final grade will be based on three partial grades, with percentage values given below:

-Two online, multiple choice tests about the terms and theories presented during the Saturday classes (30% each);
-Presenting one of the design documents created during Sunday meetings, either in the class or on Moodle (40%).

Students will be free to use any teaching aids provided by me on Moodle, as well as their own notes, during the multiple choice tests.

Minimum requirements and assessment criteria

To pass the course, the student will have to receive all three partial grades. Due to the limited number of meetings, only one unexcused absence is allowed.

The multiple choice tests will be available on the Moodle platform for two days each and evaluated automatically based on the percentage of correct answers.

I’ll evaluate the design documents based on how well will they use the methods and tools provided during the course:
1: well-structured design document making good use of the methods and tools provided during the course and/or other narratological and ludological methodologies known to the students;
2: as above, but with serious structural problems or usage of inadequate tools and methods;
3: as above, but with serious structural problems AND usage of inadequate tools and methods;
4: a document fulfilling the base role of a design document, but with a chaotic structure and/or using the tools and methods in a highly inadequate way;
5: a document that doesn’t fulfill the role of a design document.

Examination topics

The multiple choice tests will be directly connected to topics of Saturday classes – the first one will be based on March and April classes, the second one on the June class. To prepare for those tests, students will simply have to study the presentations and other materials uploaded by me to the Moodle platform before and after each class.

Reading list

I suggest a reading and watching list combining academic research on narratology, game studies and performance studies with materials produced by game development industry professionals.

Books:
- Bal, Mieke, Narratology: Introduction to the Theory of Narrative, any edition (including, of course, other translations)
-Campbell, Joseph, The Hero With a Thousand Faces, any edition (including, of course, translations)
-Gee, James Paul, What Video Games Have to Teach Us About Learning and Literacy. Revised and Updated Edition, palgrave macmillan 2007
-Leeker, Martina, Imanuel Schipper, Timon Beyes, Performing the Digital: Performativity and Performance Studies in Digital Cultures, transcript Verlag 2017
-Mäyrä, Frans, An Introduction to Game Studies, SAGE Publications Ltd 2008
-Schechner, Richard, Performance Theory, any edition (including, of course, translations)
-Schell, Jesse, The Art of Game Design: A Book of Lenses, Third Edition, A K Peters/CRC Press 2019
-Skolnick, Evan, Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques, Watson-Guptill 2014

Videos:
-Design Doc channel: https://www.youtube.com/@DesignDoc (chosen videos will be suggested on the Moodle page)
-Extra Credits and Extra Credits Gaming channels: https://www.youtube.com/@ExtraCredits and https://www.youtube.com/@extracreditsgaming (chosen videos will be suggested on the Moodle page)
-Recordings of Digital Games Research Association (DiGRA) conference speeches: http://www.digra.org/ (chosen videos will be suggested on the Moodle page)

Publicly available design documents of popular games:
-Planescape: Torment, at https://rpgwatch.com/files/Files/00-0208/Torment_Vision_Statement_1997.pdf
-Diablo, at https://www.graybeardgames.com/download/diablo_pitch.pdf
-What remains of Edith Finch, at https://www.giantsparrow.com/blog/news/wp-content/uploads/2018/04/Finch-Original-Concept-Doc.pdf

In addition, I’ll suggest a ludography – a selection of games corresponding to a given topic – before each meeting via the Moodle platform. Whenever possible, I will choose either games that are adaptations of other media (Disney games, Lego games, Harry Potter games etc.) or games that have become transmedial franchises themselves (Pokémon, Tomb Raider, Warcraft etc.) to make the course more available for TFM students who would like to learn about games, but are not well-oriented in the gaming market.

Association in the course directory

Last modified: Fr 03.03.2023 10:30