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WRJ230 Games
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Week 1 - What is Writing for Games?
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What is writing for games?
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Module and Learning Space overview
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Topics covered
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Assignments
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Lets start idea generating!
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Week 2 - Story Mechanics
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Readings For the Week:
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Game for the Week - Florence
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Available on:
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Steam
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Mac
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IOS App Store
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Google Play
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Nintendo Switch
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GOG
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Articles for the Week
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Medium
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"We often assume that stories told in one medium are intrinsically inferior to those told in another." (Murray, 1997 Pg.273) - Or, everyone hates the next generation...
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The Epics (grand poems)
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Homer, Sophocles, Herodotus - Legit.... why?
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THE DREADED CANON
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Novels/Short Story
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Did people respect these at first?
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Spoiler: NOPE
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Why???
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Novels & Short Stories were for 'weak minded-women' who couldn't cope with the Latin Epics
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Silent Film
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POISONED THE MIND OF THE YOUTHS
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‘The Talkies’
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TOOK AWAY FROM THE TRUE STYLE OF CINEMA
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Video Games
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POISONED THE MIND OF THE YOUTHS
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.... Starting to see a pattern here?
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"We need every available form of expression and all the new ones we can to help us understand who we are an what we are ding here." (Murray, 1997 Pg.274)
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Topic of the Week: STORY MECHANICS
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Narrative in Games
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Ludo Vs. Narrative
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In the past there was a real debate over whether story/mechanics should be 'most important' in a game.
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Could they co-exist?
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Could they co-exist successfully?
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Traditional Narrative
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Telling somebody else that something happened’ (Ryan, 2004, Pg.13)
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What's needed to 'tell' somebody about something happening?
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A 'Narratee'
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What is the weakness of tell?
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Show_Vs._Tell
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Narrative as a Mental Construct
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David Herman & David Bordwell - Cognitive Narratology
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‘Narrative is a mental image 'a cognitive construct' built by the interpreter as a response to the text [...] But it does not take a representation proposed as narrative to trigger the cognitive construct that constitutes narrativity’ (Ryan, 2004 pg. 9-10)
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The Human mind is 'programmed' to think in stories, we 'construct' a sequence.
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A Narrative Schema
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It's how we make sense of the world, an adaptation of humanity.
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“Adaptiveness derives from the capacity of the human mind to build a store of experience in terms of individual, concrete cases—not just the actual lived and self-described experiences…but the narratives accumulated in memory that make up storytelling traditions” (Dutton 2009, 189).
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E.g. 'The Angry Bear'
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Environmental Storytelling & Narrative Architecture
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Where does environmental storytelling as an idea come from?
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'Environmental storytelling is a concept borrowed from theme park design' (Fernandez-Vara, 2011)
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‘In many respects, it is the physical space that does much of the work of conveying the story the designers are trying to tell. Colour, lighting and even the texture of a place can fill an audience with excitement or dread.’ (Carson, 2000 Pg. 2)
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E.g., The Haunted Masion
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Haunted_Mansion_1
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Haunted_Mansion_2
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Game Mechanics
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Mechanics - "Means to guide the player into particular behaviour by constraining the space of possible plans to attain goals" (Järvinen 2008: pg.254)
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Mechanics - ‘Game mechanics are methods [behaviours] invoked by agents, designed for interaction with the game state’ [Sicart, 2008, Pg.23).
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Essentially, anything you can do in the game whilst abiding by the game's rules.
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Narrative Game Mechanics
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'Narrative game mechanics invite agents, including the player, to perform actions that support the construction of engaging stories and fictional worlds in the embodied mind of the player.' (Dubbelman, 2016 Pg.43)
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So, a narrative game mechanic is a ludic action the player is encouraged to perform to progress the story while giving them a sense of agency.
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Developed by Mountains
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About the life & first relationship of Florence Yeoh
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What did you think about it? Take a few minutes to gather your thoughts.
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What mechanics did you see? Or, which ones do you recall best? Hop into groups & make a list!
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Interview with Ken Wong (Creative Director)
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“We depict an event in their relationship quite literally, like choosing what objects to put on a shelf, or shaking Polaroids. These are simple, mundane activities, but they carry powerful associations for players.”
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Player's 'take on' the role, i.e. have agency in progressing the story & feel more in-tune with Florence.
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“Using speech bubble shapes as metaphors for dialogue was a powerful discovery, when we had to depict the characters arguing we revisited this metaphor, showing that the characters now talk to each other differently.”
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Visual element of puzzle mechanic to convey emotion & tone - very clever
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Solving a puzzle isn't just 'solving a puzzle' it's having a conversation, being a part of the conversation.
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"Simplicity allows players to imagine more, and fill in the gaps"
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What are they saying? Player's will infer.
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This works great as a style in different genres & media too.
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Music as voices
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Each character was represented by an instrument
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Florence - Piano
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Krish - Cello
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Matrix of Ideas
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Filled in the first 24 in Wk.1
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Now we'll expand!
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Begin to fill in the 'Matrix of Forms', pulling first from your Matrix of Ideas
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Basically you can fill in 24 of the 64 slots using those prompts
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Then (if time) discuss in groups & see ways in which ideas can be combined
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i.e. could your Racing Game ideas & Action (Horror) ideas somehow be combined?