Skip to main content Skip to navigation

CW311-15 Game Theory: Interactive and Video Game Narratives

Department
SCAPVC - Warwick Writing Programme
Level
Undergraduate Level 3
Module leader
Gonzalo Ceron Garcia
Credit value
15
Module duration
10 weeks
Assessment
100% coursework
Study location
University of Warwick main campus, Coventry

Introductory description

CW311-15 Game Theory: Interactive and Video Game Narratives

Module aims

The module is primarily aimed at finalist English Literature and Creative Writing students. The module will focus on studying the narrative traditions of video games, making narrative connections between their basic origins in the 1970s to their contemporary presentations, taking into account the impact these narratives now have (with over 2.2 billion gamers worldwide). The module will aim to provide students with an understanding of how these narratives fit into the wider scope of contemporary narrative production (for example, understanding counter-culture elements in independent games publishing, or examining the way in which the internet has transformed the impact of gaming narratives), as well as the practice of said narratives, taking into account unique characteristics in the medium, such as player choice, gameplay mechanics, linear storylines, limited interactions and cheat codes.
Along with the primary materials, the module will engage with theoretical concerns involved in digital spaces — reflect on the evolution of various discourses presented in contemporary digital spaces, and their interplay with real life, their responses to current politics, as well as the way they have been presented in contemporary fiction (both in writing about games as popular culture, as well as novel adaptations of games) and criticism in journals such as Game Studies or the archives of Nightmare Mode.

Outline syllabus

This is an indicative module outline only to give an indication of the sort of topics that may be covered. Actual sessions held may differ.

Week 1: Assessing Narrative Tropes in Gaming Worlds
Week 2: Creating a Compelling Character: A Critical Analysis of Agency
Week 3: Methodology of Plot Structure
Week 4: Consistent and Persistent Digital Spaces
Week 5: Politics, Violence and Participation in Digital Mediums
Week 6: Reading Week
Week 7: WORKSHOPS
Week 8: WORKSHOPS
Week 9: WORKSHOPS
Week 10: WORKSHOPS

Learning outcomes

By the end of the module, students should be able to:

  • Develop a coherent and detailed understanding of a variety of video game narratives and demonstrate detailed knowledge of their outlets and applications.
  • Exhibit advanced appreciation of the conceptual links between contemporary fiction, popular culture and gaming narratives, as backed by appropriate texts; a variety of selected primary texts, reviews, critical approaches to the subject area.
  • Express an advanced command of digital narrative concepts, developing — as informed by current scholarship on the subject —an understanding of the social and political implications of player choice, world simulation, and the conceptual dialogue between digital and real.
  • To apply this knowledge and understanding in other digital writing mediums surrounding video game narratives, developing skills in script writing, critical analyses and essays on theoretical topics related to the medium. These activities will allow them to articulate the application of social, political and philosophical ideas in the medium.
  • Master industry-standard narrative software to demonstrate the conceptual application of the subject (using 'Twine' and 'Unity') in order to initiate the creation of complex playable video game narratives which appropriately respond to the cultural context of digital narratives as learnt in essays and critical analyses.
  • Develop an independent and creative response to set readings and topics, and master the ideological structure and narrative construction of 'trends', the socio-political issues involving digital participation, digital anarchy, violence, gender politics, and the interplay between capitalism and the 'gamification' of political performativity.
  • Exhibit an advanced understanding of the impact and use of digital narratives in the past, present and future.
  • Demonstrate an understanding of the relationships between literary fiction and digital narratives, informed by recent scholarship and contemporary fiction.

Indicative reading list

Reading:
Karen Collins, Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design, Cambridge: MIT Press, 2008.
Julian Mcdougall and Wayne O'Brien, Studying Videogames, New York: Columbia University Press, 2017.
Jasmina Kallay, Gaming Film: How Games Are Reshaping Contemporary Cinema, London: Palgrave Macmillan, 2013.
Souvik Mukherjee, Video Games and Storytelling: Reading Games and Playing Books, AIAA, 2015. Diane Marczely Gimpel, Violence in Video Games, Abdo: Minneapolis, 2013.
Michael Salmond, Video Game Design: Principles and Practices from the Ground Up, London: Bloomsbury, 2016.
Suzanne Keen, Narrative Form: Revised and Expanded Second Edition, London: Palgrave Macmillan, 2015.
Richard A. Bartle, MMOs from the Inside Out: The History, Design, Fun and Art of Massively-multiplayer Online Role-playing Games, New York: Apress, 2015.
Bonnie Ruberg and Adrienne Shaw, eds., Queer Game Studies, Minneapolis: University of Minnesota Press, 2017.
Vincent Miller, Understanding Digital Culture, London: Sage, 2011.
Gerald A. Voorhees and Joshua Call eds., Guns, Grenades, and Grunts: First-Person Shooter Games, New York: Continuum, 2012.
Raph Koster, Theory of Fun for Game Design, Sebastopol: O'Reilly Media, 2013.
Bernard Perron and Mark J.P. Wolf, eds., The Video Game Theory Reader 2, London: Routledge, 2009.
Sigmund Freud, The Uncanny, London: Penguin Classics, 2003.
Ernest Cline, Ready Player One, London: Random House, 2011.
David Mitchell, number9dream, London: Sceptre, 2002.
Andrzej Sapkowski, The Last Wish, London: Gollancz, 2008.
Dimitry Glukhovsky, Metro 2033, London: Gollancz, 2011.

Other media:
Anita Sarkeesian, Tropes Vs. Women in Video Games (video series on YouTube).
Goin' Nuclear: A Fallout Documentary, YouTube.
Nlinecraft: The Story of Minecraft, YouTube.
DOOM Resurrected, Documentary About DOOM, YouTube Series

Games:
Super Mario Bros.
Double Dragon
Street Fighter II
The Legend of Zelda: Ocarina of Time.
Baldur's Gate 2: Shadows of Amn
Dungeons & Dragons Player's Handbook
Telltale's The Walking Dead (Season 1)
The Last of Us
World of Warcraft
Minecraft
Fallout 4
Destiny
BioShock
GTA V
DOOM
Final Fantasy VII
Call of Duty 4: Modern Warfare
Flower
Everybody's Gone To The Rapture
Gone Home
To The Moon
Silent Hills (any in the series)
Resident Evil HD Remaster
Amnesia: The Dark Descent
P.T.

Subject specific skills

To be completed

Transferable skills

To be completed

Study time

Type Required
Seminars 9 sessions of 1 hour 30 minutes (9%)
Private study 136 hours 30 minutes (91%)
Total 150 hours

Private study description

136.5 hours private study

Costs

No further costs have been identified for this module.

You do not need to pass all assessment components to pass the module.

Assessment group A
Weighting Study time Eligible for self-certification
Assessment component
Essay 100% Yes (extension)

5000 words either of a) Gaming Narrative (playable story) or b) a script for a Broadcasted Essay and critical analysis of topics related to games narrative or c) a Written Essay and critical analysis about topics related to games narrative

Reassessment component is the same
Feedback on assessment

In seminar; individual consultation with tutor; email; Tabula

Courses

This module is Optional for:

  • Year 3 of UENA-Q300 Undergraduate English Literature
  • Year 4 of UENA-Q301 Undergraduate English Literature with Intercalated Year
  • Year 4 of UENA-QW35 Undergraduate English and Theatre Studies with Intercalated Year
  • Year 3 of UFIA-W620 Undergraduate Film Studies
  • Year 4 of UFIA-W621 Undergraduate Film Studies (with Year Abroad)

This module is Option list A for:

  • Year 3 of UCXA-QQ37 Undergraduate Classics and English
  • Year 3 of UFIA-QW25 Undergraduate Film and Literature

This module is Option list B for:

  • Year 3 of UTHA-QW34 Undergraduate English and Theatre Studies