-
Presentation
Presentation
The curricular unit Argument and Interactive Narratives aims to encourage students to develop interactive arguments for videogames and animations and to explore them according to the interactive nature and freedom that each one offers in terms of complementing the gameplay and / or usability. This curricular unit is essential to acquire the skills needed to create fiction and playful interactive narratives as well as learning how to build a game design centered on narrative issues.
-
Class from course
Class from course
-
Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 4
-
Year | Nature | Language
Year | Nature | Language
1 | Mandatory | Português
-
Code
Code
ULP2533-16939
-
Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
-
Professional Internship
Professional Internship
Não
-
Syllabus
Syllabus
Types of fiction. Tecniques to write fiction. Character, conflict, story, scenario, dialogue and theme. Characters. First sketches, context, physionomy, personality. The protagonist and his goal. Protagonists without goals. Action, environment and dialogue. Character types in videogames. The hero, the reluctant hero, super-hero, anti-hero, etc. Videogames as emergent systems: immersion, actions, reactions, interactivity, gameplay, paidia and ludus. Worlds and scenarios. 2D, 2.5D and 3D worlds. Ambience, context and dimensions. Types of representations. Storytelling techniques I: story progresssion, the three-act struture: beginning, middle, ending. Epilogue and catharsis. Storytelling techniques II: elements to create a great story. The narratives we play: narrative structures (linear, non-linear, multilinear and emergent). Emergent authenticity, different endings and flowcharts.
-
Objectives
Objectives
Acquire the essential skills essential to develop playful interactive fictions and narratives. Learn how to build a game design focused on narratological issues. Create interactive architectures with harmonious coordination mechanisms that include narrative and action. Know how to construct visual spaces in the design of interactive systems. Create fluid identities and avatars. Acquire capabilities for creating visual scenarios and composing the overall architecture of the project, graphic layout, color systems, fonts for interfaces and experiential design. Create information architecture for the global system and a more detailed project storyboard.
-
Teaching methodologies and assessment
Teaching methodologies and assessment
The teaching methodology will consist of a theoretical approach to some of the described program contents as well as an analysis of several videogame examples (complemented by images, documentaries and films) that, in addition to complement the studied subjects, will help create a more dynamical approach to the analysis and discussion of videogames, multimedia applications and films focused on characters, worlds, scenarios, stories, narratives and script. Continuous evaluation: Exercise 1 (20%) + Presentation 1 (10%); Exercise 2 (20%) + Presentation 2 (10%); Exercise 3 (25%) + Presentation 3 (15%); Attendance: students must attend at least 70% of classes. Evaluation Exam (100%) Practical work (Exercise 1, 2 and 3) to be developed individually by the student at home.
-
References
References
CARITA, A. (2015), Pensar Videojogos: Design, Arte e Comunicação. Lisboa: Edições Universitárias Lusófonas. DILLE, F. & PLATTEN, Z. (2007), The Ultimate Guide to Video Game Writing and Design. NY: Skip Press. HARTAS, L. (2005), The Art of Game Characters, Cambridge: The ILEX Press. ISBISTER, K. (2006), Better Game Characters by Design - A Psychological Approach. San Francisco: Elsevier. KOSTER, R. (2005), A Theory of Fun for Game Design, Arizona: Paraglyph Press. MILLER, C.H. (2004), Digital Storytelling: A Creator's Guide to Interactive Entertainment. Oxford: Focal Press. MORRIS, D. & HARTAS, L. (2004), The Art of Game Worlds, Cambridge: The ILEX Press. NITSCHE, M. (2008), Video Game Spaces ¿ Image, Play and Structure in 3D Worlds. Cambridge, Massachusetts: The MIT Press. SHELDON, L. (2004), Character Development and Storytelling for Games. Boston: Thomson Course Technology PTR.
-
Office Hours
Office Hours
-
Mobility
Mobility
No