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Thoughts on Critical Game Studies II

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Title: Thoughts on Critical Game Studies II


1
Thoughts on Critical Game Studies II
  • David Finkel
  • Computer Science Department
  • Interactive Media and Game Development

2
Purpose of this talk
  • Previously An overview of the Critical Game
    Studies course
  • In this exciting episode A more detailed look at
    one of the topics in the course storytelling and
    games
  • This topic might occupy one week of the course.

3
Why stories?
  • The role of stories in life. Why do we tell
    stories?
  • A way of organizing our experiences
  • To inform other people about our experiences
  • To amuse other people
  • To create a shared emotional experience

4
My theory about storytelling
  • In our brains visual system, we have a series of
    centers responsible for interpreting colors,
    objects, scenes.
  • Similarly, I believe we have special brain
    centers for organizing events into stories.

5
Storytelling and games
  • Why do we have stories in games
  • May have no story Tetris
  • Or minimal stories Space Invaders
  • To motivate the game play
  • To create a more long-term interest than the
    game-play alone can create
  • To provide an emotional experience
  • To provide an experience different from our
    everyday lives

6
The role of stories in games
  • The backstory
  • The story of the game
  • Who is the storyteller?
  • What is the role of the player in determining the
    narrative?
  • The stories the players tell each other

7
Backstory Examples
  • Phantasy Star
  • Warcarft III
  • Max Payne

8
Another classification(Shamelessly stolen from
Deans course description)
  • Linear
  • Branching
  • Emergent
  • Examples

9
The rest of the presentation
  • is intended to tell students about some
    specific approaches to constructing stories and
    to convince them that its worth learning
    something about how to create stories before
    starting to write their own stories.

10
Sources
  • Andrew Rollins and Ernest Adams on Game Design,
    Chapter 4
  • Narrative A Critical Linguistic Introduction, by
    Michael J. Toolan
  • While functions proper are distributional,
    sequential, completed further on in the story
    and so have a kind of syntagmatic ratification,
    indices are said to be integrational,
    hierarchically-oriented, realized by relating
    them to some higher, integrated level, a
    paradigmatic ratification.

11
Approaches to story telling - 1
  • One approach
  • The monomyth / the heros journey
  • Joseph Campbell, The Hero with a Thousand Faces
    (1949)
  • Christopher Vogler A Practical Guide to the
    Heros Journey see handout

12
Approaches to Story Telling - 2
  • Propps analysis of the Russian fairytale
  • 31 functions
  • See handout
  • Analysis of childs story

13
Multipart-stories Series
  • Different narrative formats for multi-part series
    (Terminology from Rollings and Adams)
  • Series Story is broken into epsiodes, each of
    which resolves its own story line and also
    advances the overall theme.

14
Multi-part stories - Serial
  • Serial Episodes, but there are multiple
    overlapping story lines. Each episode advances
    one or more story lines. No overall story, so
    potentially infinitely many episodes.

15
Story telling - Episodic
  • Epsiodic Overall story line developed
    throughout, with tight integration between
    episodes and significant overlap of plot threads.

16
Topics for class discussion
  • Different styles of presenting back story, and
    why they might be appropriate for different
    games.
  • For different games, identify the types /
    organization of the stories.
  • For a new game, discuss the way to present the
    story.

17
Thoughts on Critical Game Studies II
  • David Finkel
  • Computer Science Department
  • Interactive Media and Game Development
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