General information


Subject type: Optional

Coordinator: Juan José Pons López

Trimester: Second term

Credits: 4

Teaching staff: 

Daniel Rissech Roig

Teaching languages


  • English

English will be the language in which the classes will be taught. 

La bibliografia i els documents i materials amb que es treballarà l'assignatura poden ser en català, castellà i anglès.

Skills


Specific skills
  • E1. 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.

  • E2. Design the mechanics, rules, structure and narrative of video games following the criteria of gameplay and balance to provide the best possible gaming experience.

  • E3. Identify the type of player and design the game experience according to its psychological characteristics.

  • E5. Write the specifications of a game and communicate them effectively to the team of artists and developers and other members involved in the creation and development of the game.

General competencies
  • G1. Demonstrate having and understanding advanced knowledge of their area of ​​study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.

  • G2. Solve complex problems in their field of work, by applying their knowledge, developing arguments and procedures, and using creative and innovative ideas.

  • G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.

  • G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.

Transversal competences
  • T1. Communicate in a third language, preferably English, with an appropriate level of oral and written communication and in accordance with the needs of graduates.

Description


The subject of Video Game Narrative Design is part of the design area, and serves as a complement to the Narrative subject of the 1st term. Students who want to specialize in interactive storytelling and video game scriptwriting are offered the opportunity to work on and improve their specific literary technique as well as their written expression. In addition, students will have to develop a Final Project: the GDD (Game Design Document) and the original script for a video game of their own creation. 

The subject of Narrative Video Game Design responds to the growing importance that the narrative framework is acquiring in the field of video game creation, both in large-scale productions and in the riskiest independent proposals. The formulation of an attractive plot and charismatic characters, the writing of dialogues and texts within the game in an appropriate style and register, or the ability to connect with the player by introducing topics that may be his interest, these are just some of the aspects that can be seen reinforced thanks to the implementation of the literary script as another tool within the game development process.

The subject of Narrative Design of Videogames has an eminently practical approach given that the students will already have the theoretical content taught in the subject of Narrative. Students will be offered the possibility to include the Final Project of creating a GDD and a script as part of their TFG project, or as an independent project outside of the TFG. In any case, the decision to include the GDD project of the subject as part of the TFG project will be subject to the criteria of the TFG tutor who, in the last instance, will assess the suitability of the proposal.

Contents


The syllabus of the subject is summarized in the following points:

 

1. From the audiovisual script to the interactive script.

1.1. Basic concepts for the development of the Final Project: log-line, synopsis, schedule / treatment and dialogue.

1.2. The screenwriter's tools: conflicts, tone, plot premises, atmosphere, flash-backs and flash-forwards, cliff-hangers, dilemmas, synergies between the script and level design.

1.3. What story do I want to tell? Why do I want to do this? Who do I want to address? Is it an original / necessary story? Do I intend to entertain / denounce / indoctrinate? What is my position as an author / screenwriter?

1.4. Character construction. Archetypes. Physical and psychological descriptions. Emotional learning of the player.

1.5. Visual narrative. Fundamentals of realization and assembly. Intentional planning. Expressive abilities of framing. Cut-scenes.

 

2. Interactive narratives. History, present and horizons.

2.1. From conversational adventures to AAA video games. A brief review of the most relevant scripts in the history of video games. Readings and viewings of practical and referential examples.

2.2. Pairing between history and mechanics (narration vs. interaction): objectives, obstacles, rules, actions, objects, dosage of information.

2.3. Structures: linear, nonlinear, branched, multiple ends. The role of the narrator. Points of view.

2.4. Writing dialogues. Classification according to gender. Dialog boxes. Incidental dialogues. Dimensions. The work of the dubbing actor.

2.5. Immersion in a universe born of history and, at the same time, helps to tell it. Creation of proper names. Description of locations and spaces. Creation of a historical framework, context, logic, meaning, etc.

 

3. The interactive script applied to the professional world. Creating a GDD.

3.1. Formats: formal presentation of a video game script.

3.2. Teamwork. Rewritings. Development dynamics.

3.3. Pitch: How to Sell a Video Game Script Project Mainstream vs. indie script: differences, advantages and disadvantages.

Evaluation system


The grade of each student will be calculated following the following percentages:

A1. Analysis and writing of a structure in 3 acts. 15% of the final grade.

A2. Design and planning of a cut-scene. 15% of the final grade.

A3. GDD - Partial Delivery. 15% of the final grade.

A4. Narrative design of a video game based on a real case. 15% of the final mark.

A5. GDD - Final Delivery. 40% of the final mark.

Final note: A1x0,15 + A2x0,15 + A3x0,15 + A4x0,15 + A5x0,4

 

Considerations

Any activity delivered outside the established period will be automatically suspended. If Activity 4 (GDD) is suspended, the student must submit a new version of it following the instructions and comments of the teacher, and must do so during the recovery period established by the Head of Studies. It is also important to note that the student who obtains an NP (Not Presented) in Activity 4 (GDD), will not be entitled to perform the recovery.

In order to carry out the practical activities and, in particular, Activity 4 (GDD), the teacher will act as a script-doctor of each of the projects, and will follow up through group sessions and also individualized. Activity 4 (GDD) should begin to be developed from the second week and throughout the quarter. The readings in the classroom of the progress of each one must encourage the co-evaluation between the students, and the contributions on the works of the rest of the companions will be valued positively.

In order to evaluate Activity 4 (GDD) and the sections and / or sections that it includes, a rubric will be followed where the originality of the proposal, the written expression, the spelling, the viability of the project, the appropriate use of the knowledge and techniques worked on in the classroom, the follow-up that has been possible to do the project, etc.

Class attendance is mandatory in order to pass the course. Any student who misses more than 20% of the classes without justification will be automatically suspended.

Misspellings, writing errors and formal and technical problems specific to the subject will be penalized with 0,10 points, up to a maximum of 4 points, in all assessable activities and tests.

In the case of detecting plagiarism, copying or fraud in any evaluable activity or test, this will automatically obtain a final grade of 0. Additionally, in cases of copying or fraud, both the person who copies and the person who allows copying are responsible for their conduct, and the consequences of the conduct affect all students involved in the irregular action.

Regardless of the suspension caused by plagiarism, copying or fraud, the professor will communicate the situation to the Department Management so that the applicable measures are taken in terms of disciplinary regime and the initiation of the relevant disciplinary file.

Recoveries

If the evaluative average of the activities does not exceed 5, the student will be automatically suspended and will have to present a recovery work. This work will consist either of developing additional sections of the GDD project or of rewriting and reformulating sections of the GDD already delivered, always following the teacher's instructions. The grade for the recovery work may never exceed 7. 

In the event that the recovery work is presented out of time, plagiarism is detected or it does not comply with the criteria previously established by the teacher, the subject will be definitively suspended. 

 

 

REFERENCES


Basic

- Schell, Jesse. (2008). "The Art of Game Design." Morgan Kaufmann.  

- Rogers, Scott. (2010). "Level Up." Wiley.  

- Walton, Marek & Suckling, Maurice (2012). "Video Game Writing: From Macro to Micro". Mercury Learning and Information. Dulles.

- Corbal, José Antonio. (2017). "Course of Narrative in Video Games". RA-MA Editorial. Madrid

- Skolnick, Evan (2014). "Video Game Storytelling". Berkeley: Watson-Guptill Publications.

Complementary

- Juul, Jesper. (2013). "The Art of Failure." MIT Press.  

- McKee, Robert (2011). "The script." Alba Editorial.

- Campbell, Joseph (1959). "The Hero of a Thousand Faces: Psychoanalysis of Myth." Economic Culture Fund.

- Martínez Rodríguez, Iván (2015). "Narrative Analysis of the Video Game Script." Editorial Synthesis. Madrid.

- Bittanti, Matteo et altri. (2008). "The homo videoludens: video games, textuality and interactive narrative (Vol. 7)". Eumo Publishing.