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INTRODUCTION TO NARRATION

Course
GADS105 - INTRODUCTION TO NARRATION
Department
Digital Game Design - English - Undergraduate
Course Type
Course
Status
Required
Language
English
Credit
3
ECTS
5
T+P+L
3 + 0 + 0
Course Coordinator(s)
Asst. Prof. Dr. Göral Erinç FUNDALAR
Prerequisite
-
Keywords

Course Description

The purpose of this course is to introduce the students to the distinct features of the narrative form. Students will receive a basic critical vocabulary to aid in the appropriate interpretation of narrative texts and learn how storytelling serves as an essential technique for advancing digital games. To identify themes and techniques for their game concepts, students will be challenged to assess and understand various story approaches while considering several historical and modern games. In this course, students will understand how established narrative techniques, like the three-act structure, work in games and how to incorporate them into gaming strategy. In the end, students will discover how to specify character, environment, and structure to produce an engaging game concept.

INTRODUCTION TO NARRATION

Evaluation Tools (Active Term)

Item Type Weight (%)
Midterm Exam Midterm 35
Final Exam Final 45
Homeworks Assignment 20
Total 100

Course outcomes

No course outcomes have been defined yet.

Course Syllabus

Week Topic
Week 1 Introduction
Week 2 Narrative and life
Week 3 Defining narrative
Week 4 The elements of story 1: Structure
Week 5 The elements of story 2: Character and meaning
Week 6 Story design principles 1: Substance of story
Week 7 Story design principles 2: The inciting incident
Week 8 MIDTERMS
Week 9 MIDTERMS
Week 10 Story design principles 3: Composition, crisis, climax and resolution
Week 11 Interactive Storytelling: Interactivity and its effects
Week 12 Interactive Storytelling: From linear storytelling to interactive entertainment
Week 13 Interactive Storytelling: Characters, dialogue, emotions
Week 14 Interactive Storytelling: Structure
Week 15 FINALS

Reference Books & Course Materials

  1. 01 Abbott, Porter H. (2014). The Cambridge Introduction to Narrative. Cambridge University Press.
  2. 02 McKee, Robert. (2010). Story: Substance, Structure, Style and the Principles of Screenwriting. Regan Books.
  3. 03 Miller, Carolyn Handler. (2019). Digital Storytelling: A Creator's Guide to Interactive Entertainment. Focal Press.

Learning Outcomes

  1. L01 Defines narrative in traditional and interactive storytelling. SOLO 2
  2. L02 Identifies the key elements of storytelling practices. SOLO 2
  3. L03 Differentiates between and relates the traditional and interactive storytelling to each other. SOLO 4
  4. L04 Designs a character for a game story. SOLO 4

Program Outcomes

  1. P01 To be able to understand analog and digital games' theoretical and historical development.
  2. P02 Has a general understanding of the history and culture of the nation and the world in which he lives.
  3. P03 Digital game engines are well-suited for application.
  4. P04 His/Her mastery of the fundamental sciences underpins his/her expertise in the creation of digital games.
  5. P05 Understand the mechanics, logic, and frameworks of analog and digital games.
  6. P06 Possesses an aesthetic sensibility and knowledge of art.
  7. P07 Communication, art, music, psychology, sociology, mythology, philosophy, economics, cinema, history, and other disciplines gained the potential to benefit from one another during the game design process.
  8. P08 Knowing how media and digital games affect people and society and designing games responsibly in light of that knowledge.
  9. P09 Be able to assess critically the knowledge and abilities acquired through research in the area and other related areas.
  10. P10 Acquires expertise in artistic design to aid in the creation of digital games.
  11. P11 Make good use of digital game creation software and programs.
  12. P12 Possesses the skills necessary to write the code for digital games created for various platforms.
  13. P13 Possesses the capacity to jointly build digital games' aesthetic and computational aspects.
  14. P14 Possesses the capacity to create and communicate stories utilizing a variety of technologies.
  15. P15 Has the capacity to design, plan, and analyze the game as a concept.
  16. P16 Possesses the capacity to come up with tangible fixes for the issues that arise during the creation of digital games.

Po-Lo Matrix

LO P01 P02 P03 P04 P05 P06 P07 P08 P09 P10 P11 P12 P13 P14 P15 P16 Average
L01 1 2 0 0 3 4 5 5 4 0 0 0 0 5 5 0 2.13
L02 1 2 0 0 3 4 5 5 2 3 0 0 0 5 5 0 2.19
L03 4 2 0 0 4 4 5 5 3 0 0 0 0 5 5 0 2.31
L04 0 0 0 0 5 5 5 5 0 3 0 0 0 5 5 0 2.06