Up Course Introduction Course Project Info Syllabus Your Current Grade Extra Credit Ideas 1: History 2: Intro. Char. 3: Robust Char. 4: Exam; Explain 5: Story I; Plot 6: Story II; Docs 7: Tools; Critiques 8: Prototype Game 9: Catagories 10: Episodic 11: Final Project

Conceptual Storytelling

Week 5: Conflict & Balance; Storytelling vs. Games; Save Games; Plots; One, Two, Three

Games need 'agon,' and stories need 'conflict.' Yet there are important balancing issues for both! We'll examine those, the nature of Stories compared to Games (and, in particular, consider the 'willing suspension of disbelief' and wander through a long sidebar about how Saved Games can ruin this), delve into player 'immersion,' and learn about story plots and how they translate into gameplay.

Finally, in preparation for this week's homework, we'll review Inception Documents.

The link below is the homework assignment due at the beginning of the next class session.

Homework: Week 5

Required Reading:

These links feature the supplemental material that you are responsible for knowing before the second exam (that takes place at the beginning of Week 8). Be sure to click on every link in this section!

Article: Four Ways to Use Symbols to Add Emotional Depth to Games by David Freeman

This is a long article, but it's a solid payout. Using symbols as an emotional 'deepening' tool is a Hollywood classic idea that deserves its place in games.


Optional Reading:

This supplemental link is well worth reading, particularly if you're making an analog game for your Graded Course Project Game.

Book Excerpt: A Theory of Game Design: What Games Aren't by Raph Koster

People tend to dress up game systems with some fiction. Designers put artwork on them that is suggestive of some real world context. But does this make a game a story? This excerpt from Raph Koster's excellent book is well worth your time to read.

Bibliography: General Course References


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