|Kursusnavn (dansk):||Storytelling og spil: Udfordringer, teorier, teknikker |
|Kursusnavn (engelsk):||Storytelling and Games:Challenges, Theories, Techniques |
|Semester:||Forår 2009 |
|Udbydes under:||cand.it., medieteknologi og spil (mtg) |
|Omfang i ECTS:||7,50 |
|Min. antal deltagere:||12 |
|Forventet antal deltagere:||12 |
|Maks. antal deltagere:||25 |
|Formelle forudsætninger:||None required, though a background in literature and/or media/film studies and critical analysis would be highly beneficial. |
|Læringsmål:|| Upon successful completion of the course the student will have acheived the following goals:|
- The students will be able to identify and critically discuss narrative elements in games using both traditional narrative theory and recent games research.
- The students will have gained a solid understanding of narrative theory, and will know the limits of contemporary narrative models and key narratological concepts when used to describe how games combine with storytelling.
- The students will be aware of the history and evolution of the 30+ year tradition of adventure games (“interactive fiction”), and also how this tradition has spilled over into other game genres such as turn-based and real-time strategy games, MMOs, team based shooters, and open-ended simulations.
- In their own writing, the students will be able to engage prior theory and ideas on the subject of narrative and games, and use this research tradition critically and as a resource for innovative game design.
- Finally, through studies of current games and also game industry rhetoric, the students will be able to evaluate current and future narrative game concepts and comprehend the real difficulties faced by contemporary game designers and writers in their attempts to unite ludic and narrative aesthetics.
|Fagligt indhold:|| This course is aimed at students who want to study digital games from the perspective of narrative theory.
It will examine the evolution of narrative theory from its applicability to non-interactive to interactive media with a particular focus on games with the purpose of asking “how do games tell stories”.
It will consist of lectures, discussions, and student presentations starting with an introduction to narrative theory.
Lectures will cover various theoretical approaches to the study of narrative ranging from classic narratologists like Genette and Chatman and moving on to more contemporary theorists that tackle digital media and games like Ryan and Jenkins.
Students will be expected to critically apply these approaches to selected digital games.
Students will also analyze how various approaches to game design try to convey narrative and ludic elements of digital games.
We will focus on five important game examples: Deadline, Half-Life 2, Oblivion, Facade, Knights of the Old Republic and Fahrenheit.
|Læringsaktiviteter:||14 ugers undervisning bestående af forelæsninger og øvelser|
Se hvordan undervisningen er tilrettelagt her:
link til skemaoplysninger
Skemaoplysningerne for forårssemesteret vil være tilgængelige fra kort før semesterstart.
See the schedule here:
link to the time table
The schedule for the spring term will be available shortly before the beginning of the term
|Eksamensform og -beskrivelse:||X. experimental examination form (7-scale; external exam), 7-trins-skala, Ekstern censur|
|Litteratur udover forskningsartikler:||(tentative)
Jeff Howard (2008) Quests: Design, Theory, and History in Games and Narratives
Porter Abbott (2008) The Cambridge Introduction to Narrative
Espen Aarseth (1997) Cybertext: Perspectives on Ergodic Literature (chapters 5 & 6)
Game Studies vol 1 issue 1 (gamestudies.org/0101/ )
Other Articles and papers TBA