CW312-15 Game Theory: Interactive and Video Game Narratives
Introductory description
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: Indie Games and the Art of Interactive Personal Narratives
Week 8: The Uncanny, Horror, and Death
Week 9: Writing Fiction About Video Games
Week 10: From Novel to Video Game Script: A Critical Analysis of Narrative Adaptation
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.
- - 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.
- - 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.
- 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
No subject specific skills defined for this module.
Transferable skills
No transferable skills defined for this module.
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
Research & reading.
Costs
No further costs have been identified for this module.
You must pass all assessment components to pass the module.
Assessment group A
Weighting | Study time | Eligible for self-certification | |
---|---|---|---|
Assessment component |
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Coursework | 100% | No | |
5000 word playable narrative script or critical analysis, chosen from the following options: |
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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-QP36 Undergraduate English Literature and Creative Writing
- Year 4 of UENA-QP37 Undergraduate English Literature and Creative Writing with Intercalated Year
This module is Option list A for:
- Year 3 of UCXA-QQ37 Undergraduate Classics and English
This module is Option list C for:
- Year 3 of UPHA-VQ72 Undergraduate Philosophy and Literature
- Year 4 of UPHA-VQ73 Undergraduate Philosophy and Literature with Intercalated Year