What are you looking for?
The materials can be provided in Catalan as well as in Spanish or English.
B1_That students have demonstrated knowledge and understanding in a field of study that is based on general secondary education, and is accustomed to finding at a level that, although with the support of advanced textbooks, also include some aspects that involve knowledge from the forefront of your field of study
B2_That students know how to apply their knowledge to their job or vocation in a professional way and have the skills they demonstrate by developing and defending arguments and solving problems within their area of study
B3_Students have the ability to gather and interpret relevant data (usually within their area of study), to make judgments that include reflection on relevant social, scientific or ethical issues
B4_That students can convey information, ideas, problems and solutions to both specialized and non-specialized audiences
V1. Demonstrate knowledge of the history of video games and analyze the reference video games with arguments based on evaluation criteria contextualized in the historical and cultural framework.
V2. Design the mechanics, rules, structure and narrative of video games following the criteria of gameplay and balance to provide the best possible gaming experience.
T1_That students know a third language, which will be preferably English, with an adequate level of oral and written form, according to the needs of the graduates in each degree
T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the available resources
The subject of Narrative takes a holistic approach (literature, cinema and games) to the phenomenon of telling, living and playing stories in the framework of the subject of Game Design and Creation. In this way, it is key to understand not only the formal elements of the narratological tradition (characters, plots, temporality and space) but also the contemporary debates that arise from the current playful positions. In addition, the subject has a strong link with the cultural and social framework of the video game, thus generating a text / context reading that takes into account both the cultural function of the medium and its ability to present new imaginaries. This theoretical approach is complemented by the realization of different practices, all of them oriented to the conceptual creation of a small game of marked narrative character.
1. Preliminary concepts.
1.1. Narration vs. fiction Story vs. world
1.2. Background (Backstory) and Context (Setting).
2. Ludofiction within the framework of digital leisure.
2.1. History, events and narrative structures.
2.1.1 Action as a narrative engine.
2.1.2 Plots, conflict and objectives.
2.1.3 The relationship between plots and rules.
2.1.4 Narrative structures: from classic models to storylets.
2.1.5 From the Environmental Narrative to the Indexical Narrative.
2.2. The existing ones: The character and the space
2.2.1 Concept of interactive character
2.2.2 Identification and control of the user
2.2.3 Configuration and transformation arc
2.2.4 Emotional, psychological characterization and actions
2.2.5. The types of space and the construction of axes.
3. Narrative Design (I): Worldbuilding, quests, dialogues and puzzles.
3.1 Narrative Designer and related figures: screenwriter, writer and game designer.
3.2 Worldbuilding: opportunities and limits.
3.3. The design of missions or quests.
3.4. Linear and non-linear dialogs.
3.5. The design of narrative puzzles.
3.6. case study
4. Narrative Design (II): The staging and the creation of cinematics.
4.1. The composition and the picture.
4.2. Types of shots and camera movements.
4.3. The outfield and the pictorial plan.
5. Audiovisual and Interactive Narratology.
5.1. Genette's triadic model.
5.2. Time: duration, order and frequency.
5.3. The voice: the narrator.
5.4. The mode: focus and focusing.
5.5. The rupture: Metalepsis.
The grade of each student will be calculated following the following percentages:
A1. Laboratory practice: Creation of an audiovisual script and a short film 30%
A2. Laboratory practice: Design and implementation of a narrative game 40%
A3. Final exam 30%
Final grade = A1 0,3 + A2 0,4 + A3 0,3
Considerations:
Recovery:
Walton, Marek & Suckling, Maurice (2012). Video Game Writing: From Macro to Micro. Dulles: Mercury Learning and Information.
Heussner, Tobias; Kristen Finley, Toiya; Brandes Hepler, Jennifer & Lemay, Ann (2015). The Game Narrative Toolbox. Abingdon: CRC Press.
Cuadrado Alvarado, Alfonso & Planells de la Maza, Antonio José (2020). Fiction and video games. Theory and practice of ludonarración. Barcelona: UOC Press.
Bateman, Chris (Ed.). (2021). Game writing: Narrative skills for videogames. New York: Bloomsbury.
King, Stephen (2018). while i write Madrid: Debolsillo.
Lebowitz, Josiah & Klug, Chris (2012). Interactive Storytelling for Video Games: Proven Writing Techniques for Role Playing Games, Online Games, First Person Shooters, and more. Massachusetts: Focal Press.
Marx, Christy (2007). Writing for animation, comics & games. London: Taylor & Francis.
Navarro Remesal, Víctor (2016). Directed freedom A grammar of the analysis and design of video games. Santander: Shangrila.
Planells de la Maza, Antonio José (2015). Video games and fictional worlds. Madrid: Ediciones Cátedra.
Anyó, Lluis (2016). The player involved: Video games and narratives. Barcelona: Laertes.
Sheldon, Lee (2014). Character development and storytelling for games (2nd edition). Boston: Course Technology.
McKee, Robert (2018). The dialogue: The art of speaking on the page, the scene and the screen. Barcelona: Alba Editorial.
McKee, Robert (2011). the script Story. Barcelona: Alba Editorial.
Campbell, Joseph (1959). The hero of a thousand faces: psychoanalysis of the myth. Mexico: Fondo de Cultura Económica.
Aristotle (2004). Poetics. Madrid: Alianza Editorial.
Cuadrado Alvarado, Alfonso (2017). Audiovisual narration. Madrid: Synthesis.
Gaudreault, André & Jost, François (1995). The cinematographic story. Cinema and Narratology. Barcelona: Paidós.
Murray, Janet (1999). Hamlet in the Holocover. The future of narrative in cyberspace. Barcelona: Paidós.
Balló, Jordi & Pérez, Xavier (2006). The immortal seed: universal arguments in cinema. Barcelona: Anagram.
Bordwell, David (1996). Narration in fiction cinema. Barcelona: Paidós.
Nicklin, Hannah (2022). Writing for Games: Theory and Practice. Boca Raton: CRC Press.
Katz, Steven (2005). Shot to shot: from idea to screen. Madrid: Plot.
Heussner, Tobias (Ed.)(2019). The Advanced Game Narrative Toolbox. Abingdon: CRC Press.
Skolnick, Evan (2014). Video Game Storytelling. Berkeley: Watson-Guptill Publications.
Short, Tanya X. & Adams, Tarn (Eds.)(2019). Procedural Storytelling in Game Design. Boca Raton: CRC Press.