Narrativas Interativas (26002)

By Jorge Miguel Ferrão Palinhos, Teacher, Art and communication, Instituto Politécnico Do Cávado E Do Ave, Barcelos, Portugal

Course Type: Design and Technology-focused

Keywords: digital games, narrative, interactivity, techniques

University Department Level Credits Length Medium
Instituto Politécnico Do Cávado E Do Ave Art and communication PostGraduate 4 168 hours In-person 

Course Description

The syllabus contents of this course are adapted to the needs and objectives of the Engineering and Development of Digital Games master course. The curricular unit of Interactive Narratives for Video Games is a fundamental unit that complements and offers basic knowledge in the practice of narratology. It tries to present briefly the work of conception and execution of game scripts, the needs of interactivity, and the connection between ludic and narrative dimensions, valuing the differences and common points between these areas, and their impact on the interactive work.

Weekly Outline (Program content)

Week 1

Narrative and narratology – Definition and examples

Week 2

Principles of Structure for Linear Narratives 

Week 3

Principles of Structure for Non-Linear Narratives 

Week 4

Analysis and discussion of students’ projects

Course Objectives ​

In this curricular unit it is intended that students of the master in Engineering and Development of Digital Games can understand the dynamics of interactive narratives in the context of the creative industry of video games.

Knowledge and skills to acquire

  • To acquire basic notions about the fundamental and structural definitions of narrative and interactivity;
  • Know the appropriate methodologies and processes to outline and produce narratives for digital games;
  • Learn creative techniques underlying the various components of a narrative, namely, text, media, hypertext, animated image and narrative;
  • Develop skills to structure and tell a story, from the idea to the final phase in the context of an interactive work;
  • Develop a project that involves narrative and interactivity.


Viewing

  • Bays, C., Thomas, C., Rhonheimer, J. (Writers) Fryman, P. (Director) (2007) Lucky Penny, Season 2, Ep. 15. In Bays, C., Thomas C., Malins, G. (Executive Producers) How I met your mother.

IDN Artifacts

  • Burns, M. S. (n/d) The Writer will do something – https://mrwasteland.itch.io/twwds
  • Quinn, Zoe ( 2013) Depression quest – http://www.depressionquest.com/
  • Lutz, M. (n/d) The Uncle who works for Nintendo – https://ztul.itch.io/the-uncle-who-works-for-nintendo
  • Heartscape, Porpentine. (N/d) With those we love alive – http://slimedaughter.com/games/twine/wtwla/
  • Snow, K. (n/d) The Domovoi – https://bravemule.itch.io/domovoi

IDE and IDN Authoring Tools

  • YoumeScript – https://youmescript.com
  • Twine – https://www.twinery.org

Principal

  • ANTHROPY, A., CLARK, N. (2014). A Game Design Vocabulary. Addison-Wesley Professional
  • BATEMAN, C. M. (Ed.). (2007). Game writing Narrative skills for videogames. Charles River Media
  • HARVEY, C.B (2014) Storyworlds across Media, University of Nebraska – Lincold and London
  • INCE, S. (2006). Writing for Video Games. A&C Black
  • 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
  • SALEN, K, ZIMMERMAN, E. (2004). Rules of play: Game design fundamentals. MIT press
  • TOH, W. (2020) A Multimodal Approach to Videogames and the Player Experience

Complementary

  • SCHELL, J. (2020) The Art of Game Design, Taylor and Francis

Major Assignments (being assignments whose value is of 25% or more)

Continuous assessment exercises: 30%

    • Platform: Written Documents
    • Purpose: Promote reflection on the use of narrative in videogames
    • Requirements:
      • Project Length: 3 pages
      • Project Size:
      • Project Aesthetics: Written Essay
      • Coding Proficiency:
    • Evaluation:
      • Interactivity:
      • Story and narrative: 50%
      • Production values: 50%

Practical Project: 60%

    • Platform:>> Virtual Reality
    • Purpose: Develop a narrative for a videogame project
    • Requirements:
      • Project Length:
      • Project Size: 10 pages
      • Project Aesthetics:
      • Coding Proficiency:
    • Evaluation:
      • Interactivity: 20%
      • Story and narrative: 60%
      • Production values: 20%

Course Best Practices

  • The classes are of theoretical-practical nature using the exposition of concepts and exemplification complemented by practical exercises of application and development of knowledge. The theoretical component will be presented through an expository method and the practical exercises will be enunciated, monitored and evaluated in classes, with their development being foreseen both in the classroom and abroad.
  • This course assumes the development of a set of exercises in class and at home, always monitored and commented by the teacher. The language used in class is the language of drawing for video games so that the students of this master’s degree are able to deal with a fundamental area in the job market.
  • The student must attend a minimum of 75% of the taught classes, to obtain a classification in the period of continuous assessment.
  • The student must inform the teacher about his intention to enroll in the special season. The scheduled date for the “exam” corresponds to the day the work proposal is sent to the student. Student and professor must combine the means of contact, during office hours or other hours to be agreed, to guarantee the mandatory monitoring of the project and the fulfillment of the objectives defined in the lecture.