General information


Subject type: Mandatory

Coordinator: Rafael Suarez Gómez

Trimester: Third term

Credits: 6

Teaching staff: 

A hard tackle from Víctor Manuel Navarro to Remesal
Daniel Rissech Roig 
Joan Jordi Miralles Broto 

Skills


Specific skills
  • E1_Design and program the graphical interfaces of static or dynamic web portals, interactive applications and video games, following usability and accessibility criteria

  • E10_Apply processes, methods and techniques to develop creativity and innovation in audiovisual production, multimedia development and video game programming

Description


Interactive Script focuses the learning of the degree on new forms of digital narrative expression: specifically in video games and interactive documentary.

The subject is part of the subject of multimedia and animation, but also includes other subjects of basic training such as history (focusing specifically on video games with a significant narrative load) and communication (audiovisual script, in terms of writing and creativity).

In this sense, on the one hand, the contents approach the history of the video game industry, its current ecosystem and its narrative potential. In addition, the student will learn to design and write eminently narrative video games, through theoretical knowledge, the writing of industry documents.

On the other hand, the syllabus also focuses on the study, design, production and production of interactive documentaries or multimedia documentaries. The student will learn to identify and master the potential of non-linear and / or participatory narrative applied to the documentary genre.

This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19.
In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured.

 

Learning outcomes


Learning outcomes.-

LO1. Apply methodologies for evaluating quality, usability and accessibility in interactive multimedia products.

LO2. Create small interactive multimedia applications on the web: games, media players, animations, etc.

LO3. Describe and evaluate the different typologies and standards of interactive products of different genres.

LO4: Make use of strategies and processes for creating interactive multimedia products.

LO5. Document the project for its subsequent realization using basic tools and guidelines for the creation of interactive multimedia products.

 

Complementary learning outcomes.-

RAC1. Design, plan and write a GDD (Game Design Document) of practical application for the design and production of a video game, preferably of the Graphic Adventure genre.

RAC2. Acquire the knowledge and writing skills of the main professional documents that are part of video game design.

RAC3. Present in a clear and persuasive way, in front of the public, the idea of ​​the GDD, highlighting the strengths and its possibilities of real production.

RAC4. Adapt the works, presentations and the written part of the exam to the specific lexicon of the interactive world and, in general, of the field of audiovisual media.

Working methodology


The subject combines theoretical classes (LARGE GROUP), practical classes (SMALL GROUP) and hours of autonomous learning (AUTONOMOUS LEARNING).

 

The theoretical classes (LARGE GROUP) consist both of expository classes, with the explanation of the contents of the subject and applied activities, as well as discussion seminars, case studies and presentations of topics by the students. Some of these activities can be carried out without prior notice and may be necessary for the subsequent development of the evaluable works, the exams and the practices of the subject.

 

The practical classes (SMALL GROUP) consist of the practical realization of evaluable individual and / or group activities. Attendance at the practical classes is essential, compulsory and necessary for their approval. In addition, internships are used to foster transversal competence in working in an interdisciplinary team.

 

The hours of autonomous learning (AUTONOMOUS LEARNING) consist of the individual study work of each student, which can be completed both in the learning of content and in the production of both individual and group work, both theoretical and practical. These hours include case studies, research and critical reading of articles and materials proposed by the teaching staff.

 

Also, the work methodology includes the use of:

 

· Video capsules: Use of YouTube and online material to exemplify concepts present in the syllabus.

 

· Presentations: Projections of presentations of GDC, GameLab and similar where some interesting subject or concept is related and related to the subject that is being taught in class.

 

· Debates and forums: Students must constantly dialogue in an orderly manner and discuss different aspects of the analysis and design of interactive video games and documentaries, always looking for constructive criticism, professional communication and ego evasion.

 

· Case study: With papers and postmortems from different portals, students and teachers will go through different concepts of the agenda based on specific interactive video games and documentaries and the documented experiences of their creators.

 

· Problem solving: students will have at their disposal rounds of questions, doubts and problems after each topic or concept that is prone to confusion or ambiguity.

 

· Guided activities: throughout the theoretical sessions, some activities in small groups will be included, in which it will be deepened on concepts treated during the sessions. These activities will be assisted by the teacher and will not be evaluable.

 

· Research and critical reading of informative and research articles: It will be a constant practice to take as specific references for a class, specific cases of analysis of the media and the community of different aspects of the world of video games and interactive documentaries.

Contents


0. Introduction to the subject.

0.1. Reading of the Teaching Plan.

0.2. Introduction to the interactive script.

0.3. Interactive script applications

 

1. Introduction to the video game.

1.1. What is a game? Why do we play?

1.2. The video game and non-digital gaming ecosystem: publishers, platforms and media.

1.3. Brief history of the video game.

1.4. Who is who in the development studio.

1.5. The roles of the narrative designer and the Game Writer.

1.6. Genres of games.

1.7. Glossaries.

 

2. Mechanics, dynamics and game experience.

2.1. The dimensions of the game: the chosen MDE.

2.1.1. The mechanics.

2.1.2. The dynamics.

2.1.3. Mechanics, dynamics and challenges.

2.1.4. Gaming experience and end user.

2.2. Narratology Vs. Ludology.

2.3. Narrative Vs. worlds of fiction.

2.4. The game-fiction worlds of the video game.

 

3. Elements of a narrative video game: design and documentation.

3.1. Backstory, Story, Setting.

3.2. The character: roles and main documentation.

3.3. Space: point of view, fragmentation and scenarios.

3.4. Narrative progression: structures and puzzles.

3.5. The temporality in the video game.

3.6. Nonlinear dialogues: documentation and software.

3.7. The figure of the narrator.

 

4. Current narrative models.

4.1. Embedded narration. From F2P games to playable movies.

4.2. Emerging narrative. Simulators and MMORPGs.

4.3. Alternative narratives. Paper please, Journey, The Stanley Parable o Gone Home.

4.4. Narration in non-fiction games: abstract, serious games.

 

5. Definition and basic concepts of the interactive documentary.

5.1. Distinction between linear documentary and interactive documentary.

5.2. The representation of reality.

5.3. Timelessness.

5.4. Points of view.

 

6. Interactivity and multimodality in interactive documentary.

6.1. The participatory non-fiction narrative.

6.2. User experience. Immersion and expansion.

6.3. Multimodality of navigation and interaction.

6.4. Horizons, limits and possibilities.

Learning activities


  No. of the activity Sessions Title of the practice Evaluation weight

 

              1 2 Video Game Analysis (theory) 15%

 

2 6 Video Games - GDD (practice) 30%

           

              3 1 Video Games - Pitching 10%

           

             4 2 Interactive Documentary Analysis (theory) 15%

 

             5 - Final Exam (theory) 30%

 

 

General criteria of the activities.

 

· All internships will be done in groups of 5-6 students, no more and no less. Students will be able to organize freely at the beginning of the course. In the case of lack of consensus the teacher will decide the formation of the groups.

 

· The late delivery of any practice automatically involves a 0 or a penalty to be determined by the teacher. In the same way, it is the responsibility of the student that the documents can be opened without problems. Plagiarism will also be penalized with a 0, which can lead to regulatory consequences such as failing the course or the entire term.

 

· These regulations may be specified in a larger document if applicable. In the event of a conflict with the Degree's own regulations, the one established by the Directorate of Studies will prevail.

 

· Although not mandatory, all groups are invited to fully or partially implement their interactive documentary project on a website or video game project on a game engine. As an incentive, those groups that develop a playable demo of their video game designed at the documentary level or that fully or partially implement their documentary project on a website can receive a bonus of up to 2 points in the final grade of the part practice of the subject.

 

 

 

Activity 1 - Analysis of video games (RA1, RA3, RAC4, G3, G4).

 

Group activity. Students will analyze the video game The Curse of Monkey Island from the perspective of the MDA model (mechanics, dynamics, aesthetics), genre theory and narrative design. It will be necessary to apply the concepts that have been explained in class, and to fill in a video game sheet where each group will have to answer a series of questions proposed by the teacher. The activity will be carried out in two sessions: one of practices to play the game and one of theory to fill in the corresponding form. The PDF document will be delivered via Virtual Campus through a task. This activity will suppose 10% of the note of the theoretical part of the asignatura.

 

Activity 2 - Video games. Creation of a GDD (RA1, RA2, RA4, RA5, RAC1, RAC2, RAC4, G4, E1, E10).

 

Group activity. Students will begin to design a game, preferably of the graphic adventure genre, of which they will have to submit a complete dossier (GDD) that includes the sections mentioned in the practical sessions, proposing a backstory, storyline, setting, the cards of characters, a description of the mechanics, a puzzle document (if applicable) and a sample of nonlinear dialogues. The activity will be carried out in three practical sessions during which the teacher will monitor the evolution of each project. The final PDF document will be delivered via Virtual Campus through a task. This activity will suppose 15% of the note of the practical part of the asignatura.

 

Activity 3 - Video games. Pitching (RAC3, RAC4, G4, G3).

 

Group activity. Students will make a Game Concept Presentation of their GDD where they will present their project to the rest of the class. The activity will take place in a theory session. The document with the presentation will be delivered via Virtual Campus through a task. This activity will suppose 10% of the note of the practical part of the asignatura.

 

Activity 4 - Analysis of an interactive documentary (RA1, RA3, RAC4, G3, G4).

 

Group activity. Students will analyze an interactive documentary of their choice taking into account the concepts explained in class, and will make a presentation to the rest of the class. This analysis will make visible certain aspects and characteristics of the interactive documentary, deal with the different interactive modalities and their relationship with users. The activity will be carried out in two sessions: one of practices to watch the documentary and one of theory to make the corresponding presentations. The document with the presentation will be delivered via Virtual Campus through a task. This activity will suppose 10% of the note of the theoretical part of the asignatura.

 

Activity 5 - Final Exam (RA1, RA3, RAC4, G3, G4).

 

Individual activity. The exam consists of a test-type part and a part of analysis, interpretation and writing. This activity will take place on the date established according to the academic calendar. This activity will suppose 30% of the note of the theoretical part of the asignatura.

 

 

Evaluation system


The subject consists of a theoretical part and a practical one. It is necessary to pass both the theoretical part and the practical part to be able to pass the subject. 

 

The mark of the theoretical part of the subject corresponds to 60% of the final mark of the subject, and is the result of:

 

Activity 1 - Video Game Analysis (15%)

Activity 4 - Interactive Documentary Analysis (15%)

Activity 5 - Final Exam (30%)

 

The mark of the practical part of the subject corresponds to the remaining 40% of the final mark of the subject, and is the result of:

 

Activity 2 - Creation of a GDD (30%)

Activity 3 - GDD pitching (10%)

 

 

Attendance of at least 80% of the internship sessions is required to be able to enjoy the continuous assessment. A maximum of two justified absences will be accepted.

 

A final exam with a grade of less than 5 out of 10, regardless of the other grades of the activities, implies that the student must recover the theoretical part of the subject. 

 

If the average mark of the practical activities is lower than 5 out of 10, the practical part of the subject is suspended and, therefore, the student will have to recover this part of the subject.


 

Recoveries.

 

In case of failing either the theoretical part or the practical part, the subject is automatically suspended. If either the theoretical part or the practical part of the subject is suspended, the student has the right to recover this part of the subject.

 

In case of suspending the theoretical part, a recovery exam will be carried out in the period established by the Head of Studies. You must obtain at least a 5 out of 10 in the resit exam in order to pass the course. Once the mark of the recovery exam has been obtained, the final mark will be calculated taking into account the other activities according to the percentages mentioned above. 

 

In case of suspending the practical part, a written work designated by the teacher will be carried out and will have to be delivered within the term established by the teacher. It is necessary to obtain at least a 5 out of 10 in this work to be able to pass the subject. Once the mark of the recovery exam has been obtained, the final mark will be calculated taking into account the other activities according to the percentages mentioned above. 


 

Deadlines and homework assignments.

 

The student has the obligation to deliver any task, activity or work through the Virtual Classroom or by e-mail, depending on the requirements of the teacher, within the deadlines established by the teacher in the instructions of the task. 

 

Late delivery of any evaluable task, activity or work automatically implies a 0. 

 

Failure to submit any assessable assignment, activity, or work automatically involves a Non-Submission (NP) to the assessment. An NP in any of the evaluable theoretical or practical activities may involve the impossibility of recovering either the practical or theoretical part of the subject and, therefore, the student may be automatically suspended. 


 

About group work.

 

Most of the work of the subject is carried out in groups. Students are responsible for actively participating in the creation and development of group activities and work. In the event that a student does not actively participate in these group activities, that student will be assessed individually and will receive a penalty or NP.


 

About misspellings and proofreading.

 

En el context universitari i d'educació superior, la redacció i la qüestió formal en els lliurables en llengua catalana i castellana són objecte d'avaluació. Misspellings are penalized with 0,25 for foul, not counting duplications. Serious inaccuracies in the wording or impossibility in understanding the text can also be penalized, with no limit as to the note. The wording in English must be appropriate and correct, although specific errors will not be taken into account at the assessment level (not so repetition or serious errors).

 

 

About plagiarism.

 

It is the responsibility of the student to prevent plagiarism in all its forms. In the case of detecting a plagiarism, regardless of its scope, the deliverable in question and all the activity that is part of it will automatically have a grade of 0. In addition, the teacher will inform the Head of Studies the situation so that the applicable measures in the matter of sanctioning regime are taken.

REFERENCES


Basic

Planells, Antonio José (2016). "Video Games and Fiction Worlds." Chair Editions. Madrid.

Navarro, Víctor (2016). "Directed Freedom A Grammar of Video Game Analysis and Design." Shangila. Santander.

Aranda, Daniel; Gómez, Salvador; Navarro, Víctor and Planells, Antonio José (2015). "Game & Play. Design and analysis of the game, the player and the play system." Editorial UOC. Barcelona.

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

Gifreu, Arnau (2013). “The interactive documentary. Evolution, characterization and development perspectives ”. UOC. Barcelona.

Cuadrado, Alfonso; Planells, Antonio José (2020). "Fiction and video games. Theory and practice of storytelling" Editorial UOC. Barcelona.

Navarro Remesal, Víctor (2019) "Cine Ludens. 50 dialogues between play and cinema". Editorial UOC. Barcelona.

Complementary

Murray, Janet (1999). "Hamlet on the Holocaust: The Future of Narrative in Cyberspace." Paidós. Barcelona

Marx, Christy (2007). "Writing for animation, comics & games". Taylor & Francis. London.

Heussner, Tobias; Finley, Toya; Hepler, Jennifer & Lemay, Ann (2015). "The Game Narrative Toolbox". CRC Press. Abingdon.

Sheldon, Lee (2014). "Character development and storytelling for games" (2nd Edition). Course Technology. Boston.

Català, Josep Maria (2017). "Journey to the center of the images." Shangrila: Santander.

Navarro Remesal, Víctor (ed.) (2020) "Thinking about the game. 25 paths for game studies". Shangrila, Santander.