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 7: Storytelling Devices; Philosophy Check; Critiquing a Concept Document

In this lesson you'll learn about classic storytelling devices such as the Inciting Incident, Foreshadowing, Conflict, the McGuffin, Ticking Clocks, Suspense, and the Unity of Opposites. Better still, we'll look at game storytelling devices and consider how non-linearity, interactivity, collaboration, and player control change the way stories can be told. This is all neatly wrapped in a combined Philosophy Check about games and the stories within them.

This week's lab assignment is crucial, so make sure you attend class this week! You'll be critiquing each other Concept Documents (completed as homework last week) and holding 'Game Storming' sessions to develop your game concepts further. Armed with these critiques and the results of those meetings, you'll iterate your Concept Document into a final version worthy of handing in for a grade (20 points) next week!

Exam #2 is next week:

 

Next week there will be the second course exam (40 points) on the terms, concepts, and principles from the material presented in Lessons 5, 6 and 7 on Storytelling and Concept Documents. Be sure to study the Lesson Review Sheets handed out in class and make sure you've read all the Required Reading material found in each week's assignment links on the web site.

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

Homework: Week 7

Required Reading:

These links feature the supplemental material that you are responsible for knowing before the final exam (that takes place at the beginning of Week 11). Be sure to click on every link in this section!

Article: Techniques of Written Storytelling Applied to Game Design by Jeff Noyle

It's been said many times, and that's because it's obvious: game design must strive to become more emotionally involving, and the best way to achieve this is to create resonant characters. It's obvious, but it's only half the story. The characters whom we seek to fill with emotional depth are the non-player characters (NPCs). In games, we have another class of characters: player characters.


Optional Reading:

These supplemental link are worth investigating for more information on the subject. Adding evocative character, story, and plot to games is a highly prized design achievement worthy of your time to study further.

Article: Games, Storytelling and Breaking the String by Greg Costikyan

A rich article full of history and analysis about how games and stories can, in theory, work together by cooperative use of the restraints posed by both.

Bibliography: General Course References


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