CS4067 - Writing Games Analysis – 2011-12 Aims & Objectives: The primary objective of this module is to define the art and practice of writing computer games. Students discover how to analyse Games Discourse and are introduced to Huizingan and Bogostian definitions of games as a tool for understanding and critiquing formal descriptions of language, thought and the process of story creation and revelation. Students are given a heuristic for investigation that results in their discovery of a complicated network of similarities, overlapping and criss-crossings within the structure of an essentially hypertextualised story. The final objective is that students learn how a game may resemble a simulation and unit operation that tries to model a phenomenon by isolating the essential features of that phenomenon. Ultimately the students are required to produce their own written phenomenon. Topics to cover, include: history and development of games’ story development; character development; discourse analysis; hypertextual narratology; defining gameplay; gaming as hermeneutical play; game-states and rule definitions; iteration, repetition and rapture; Derrida’s “Structure, Sign and Play”; game criticism and unit operations, speculation and theory; rules and metarules; winning conditions; and interactive fiction. 1 The module learning outcomes are: On successful completion of this module, students should be able to: 1. Perform critical analysis of games. 2. Interpret and understand text. 3. Know the history and development of games' story development. 4. Understand techniques in character development. 5. Design interactive fiction. 6. Understand the importance of repetition in games without story development. They are available at http://www.csis.ul.ie/coursemodule/CS4067 Also here: https://sulis.ul.ie/xsl-portal - under “Resources” link Weeks 1-12 1. Module description, learning outcomes and introduction: what makes games work or fail? What gives them meaning? What place do games have in [world] culture? Do you play? Why? This week’s tasks: your wordpress.com address to me + How to Guide to opening a wordpress.com account. Also, explain the difference between Wordpress.com and Wordpress.org accounts. 2. The Basics: defining Ludology and Narratology, accepting Huizinga’s Homo Ludens (1950) + http://www.gamestudies.org/0101/juul-gts/ (Narratives) [WC 12/9/11] 3. Games and Learning [WC 19/9/11] 4. War Gaming: Languages and Culture [WC 26/9/11] 5. Unit Operations: Any medium – poetic, literary, cinematic, computational –can be read as a configurative system, an arrangement of discrete, interlocking units of expressive meaning. These general instances of 2 procedural expression are unit operations. UOs are modes of meaning-making that privilege discrete, disconnected actions over deterministic, progressive systems. [WC 3/10/11] 6. Guest Lecture: ‘Inside the Gaming Brain.’ In this lecture Professor William O’Connor - Head of Teaching and Research in Physiology at UL - will translate cuttingedge neuroscience to answer such questions as how a gamer’s brain is ‘formed’ and illuminates the brain processes involved in generating creative games and using them to get the best from the brain. [WC 10/10/11] 7. Unit Operations 2 [WC 17/10/11] 8. The Art of Videogames – Cf Tavinor [WC 24/10/11] 9. Possible Guest Speakers’ Week: John Maher and James Patten + (Garry Jackson? Or Joe Griffin on Ethics of Gameplay) [WC 31/10/11] 10. Game Spaces [WC 7/11/11] 11. The Rules of a Game: make them, break them, remake them [WC 14/11/11]. 12. Presentations in class [WC 21/11/11] . 3 sessions needed: Mondays - 13:00 - 14:00 LEC –S114 Wednesdays - 11:00 - 13:00 LAB - 2A CS304B – Blog writing Fridays - 10:00 - 11:00 TUT - S114 Prime Text/s: 1. Unit Operations. An Approach to Videogame Criticism by Bogost, I. MIT Press, 2008. 2. The Game Design Reader, A Rules of Play Anthology, edited by Salen, K.& Zimmerman, E. The MIT Press, 2006. 3. The Art of Videogames, by Tavinor, G., The Wiley Blackwell Press, 2009. 4. Chris Crawford on Interactive Storytelling by Crawford, C. New Riders Press, 2004 3 5. Ludology, Literary Game Theory by Jordan, W. Word Press, 2004 6. Digital Storytelling, Miller, C.H. 2008 Additional Readings: 1 Character Development and Storytelling for Games by Sheldon, L. Muska and Lipman, 2004. 2 Creating Emotion in Games: The Craft and Art of Emotioneering by Freeman, D. New Riders Press, 2003. 3 Interactive Storytelling: Techniques for 21st Century Fiction by Glassner, A. A.K. Peters, Ltd, 2004 4. First Person: New Media as Story, Performance and Game by Fruin, N.W. MIT Press, 2004. Assessment: Individual Presentation in Class: 20%; Major Dissertation/ Game proposal/ Analysis/ Paper/ Wikipedia Entry: 60%; Blog Writings Analysis: 20% (6% writing style; 7% Original thoughts; 7% Development of analysis, summarising lectures and Tutorial discussions and continuing the debate). ASSESSMENT REPEATS [urgh!] Six essays each 2000 words dealing (chiefly) with an expansion and variation of topics in lecture series. Capped at C3 grade if not an I grade. Sites: Academic: http://www.digra.org/ Digital Games Research Association http://seriousgames.org/index2.html The Serious Games Initiative (Cf. Taxonomy of Games) http://www.digiplay.info Digiplay initiative with many, many articles on our area. 4 http://educationarcade.com/ http://gamestudies.org/ the international journal of computer game research http://www.jesperjuul.net/text/ Writings of Jesper Juul Another Jesse Schell talk (at ARE2010) http://augmentedrealityevent.com/2010/08/25/are2010keynote-by-jesse-schell-augmented-reality-will-define-the21st-century/ Symposium on "Art History of Games" in Feb 2010. All the lectures are available to view (and download) at http://smartech.gatech.edu/handle/1853/33113/browse?type=ti tle&submit_browse=Title Industry: http://www.gamasutra.com/ http://www.igda.org/ http://www.theesa.com/ The Entertainment Software Association (Cf Annual Survey) Others – Favs and Blogs http://grandtextauto.org/ group blog about computer narrative, games, poetry, and art. http://www.avault.com/ The Adrenaline Vault: news, reviews etc http://www.gamesradar.com/uk/pc Formerly PC Gamer http://gamewatch.org/phpBB2/ Forums and usergroups. http://gamegirladvance.com/ http://www.guardian.co.uk/technology/gamesblog http://www.designersnotebook.com/ http://www.ludology.org/ http://terranova.blogs.com/ http://costik.com/ from Greg Costikyan http://www.deepfun.com/ from Bernie DeKoven http://gamedevblog.com/ from Jamie Fristrom http://dukenukem.typepad.com/game_matters/ An insider's view of the game industry 5 http://thegameblog.com/ http://playcube.org/ “Games - Nature's emotional workout routine” http://www.interactivestory.net/ http://www.altx.com/ebr/ebr12/ Electro-poetics http://www.math.com/students/wonders/life/life.html/ What is the Game of Life? by Paul Callahan http://www.raphkoster.com/gaming/index.shtml http://www.altx.com/ebr/riposte/ Gaming replicates many of the issues that have been the traditional focus of philosophical aesthetics: definition of art, the ontology of artworks, the expressive nature of artworks and our experience of their expressive qualities, the nature of narrative and interpretation. Among the questions that interest philosophers when they come to look at videogames are: • Can videogames be defined? • How do videogames sit in respect to earlier forms of art? • How does the digital medium of videogames have an effect on their employment of narratives, fictions, and visual art? • How does the player stand in relation the fictional worlds of videogames? • How do videogames appeal to the player’s emotions? • What is the moral significance of videogaming? • Can gamers be genuinely morally blamed for what they do in a fictional world? • Are videogames genuinely art? /end 6