Narrative Structures in Interactive Media 2

previously taught as Digital Storytelling 2

1. The reference concerts, installations and multimedia/ new media performance shows. The concept behind the show.
2. Ludology versus narratology.
3. Introducing the game concept and fundamentals.
4. Game’s functions and emotions.
5. From analogue games to digital games.
6. Game narratives. Introduction.
7. Game narratives: dialogue and cutscenes.
8. Game narratives: adaptations (boardgames to videogames).
9. Game narratives: adaptations (films to videogames/ boardgames and vice-versa, videogames in theatre and digital performance).
10. Storytelling in video games by genre. Learning the taxonomy of video games and exploring the story through these categories.
11. Platforms for games and interactive applications: characteristics and feature. Knowing about various platforms for applications and video games and about their features.
12. Game as representational medium. Semiotics and Simulations.
13. Small game project exercises.
14. Analysing theoretical concepts by playing.

*Update* 2019

1. The reference concerts, installations and multimedia/ new media performance shows. The concept behind the show.

2. Introduction in D.S.
The course begin with a small recap about the linear structures in order to understand the transition between linearity, nonlinearity and multilinearity. We'll discuss the characteristics of D.S. and some art classification with regard to understand them.
Keywords: interactivity, immersion, spatial/ tridimensional, sequential/ fragmented, circular, multilinear/ hypertextual.

3. Precursors of interactive fiction and multimedia performance in hybrid spaces.
The D.S. isn’t a new form of multilinear stories. It has his own past, starting with Antiquity. Depending on the angle you looking at, you can find it under more terms: virtual storytelling, interactive narration, interactive dramaturgy, etc.
Keywords: oral stories, Olympic Games, the Liturgy, first festivals, shakesperian works, Gesamtkunstwerk, Stationendrama, etc.

4. The beginning of digital stories:
We'll continue with the history of D.S. in 20 th century and we'll discuss what we inherited from artistic movements and how they influenced the nowadays digital thinking.
Keywords: epic theatre, poliscenia, T.V., comics, expanded cinema, protohypertext.

5. Nonlinear structures.
This course is about nonlinear structure. It’s a transition to linear and multilinear structure. We have defined the notions like structure, scene, sequence. The nonlinear structure comes from the reorganisation of these cores into the larger system/ structure due to the film editing or only from the nature of the story. We have discussed about the types of nonlinear structure and types of film editing.
Keywords: alternative structures, branching structures, episodic structures, Truby, Cameron.

6. Game narratives.

7. The Monomyth. Beginning of quests.
Coming from myths and fairy tales, the first manifestations of storytelling, the Campbell’s monomyth is very important also in writing for films, but also for games and interactive experiences. The ritual of passage is integrated into the monomyth: the three stages in gaining a new status as a human being and becoming a part of a group. This is also available for the hero of our stories. These stages are having another 5-6 steps each other that they explain in more details the hero’s adventure.
Keywords: the separation, the initation, return, call to adventure, final reward, challenges, death and rebirth.

8. The hero’s journey. Reinterpretation of the monomyth.
The Vogler’s hero’s journey is an adaptation of the monomyth for films. Starting from Jung’s archetypes as symbols of human values, Vogler explains eight types of film’s characters: hero and antihero, mentor, threshold guardian, herald, shapeshifter, shadow, ally, trickster. All of them are equally important to stories because the hero incorporates abilities from them.
Keywords: ordinary and special world, hero, archetypes.

9. Platforms for games and interactive applications: characteristics and features.

10-14. Writing exercises, feedbacks, analyses and debates.

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