CALIFORNIA STATE UNIVERSITY, DOMINGUEZ HILLS College of Arts and Humanities Department of Communications Spring 2015



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CALIFORNIA STATE UNIVERSITY, DOMINGUEZ HILLS College of Arts and Humanities Department of Communications Spring 2015 Course Number, Title, and Units: Com 495-03 Special Topics: Writing for Video Games Instructor: John Vanderhoef E-mail: jvanderhoef@csudh.edu Class Meetings: Tuesday 1:00-3:45 p.m. Field House A008 Office Hours: Tuesday 12:00pm-1:00pm (before class) Office Phone: TBA Office: 1155 1. COURSE DESCRIPTION. This course focuses on writing interactive stories for video games and developing the skills necessary for writing careers in the games industry. Topics include narrative theory, generating concepts, story structure, character development, incorporating game play, and pitching. Students will learn to create interactive experiences in Twine, Inform 7, and Visionaire Studio, ending up with three narrative game prototypes in their portfolios by the end of the semester. This course requires little to no programming, creative writing, or artistic experience. We will be using free programs to practice various forms of interactive writing and narrative game creation. We will be working in a computer lab, but if you have access to a laptop, it would probably be easier to use that for game projects, so you have the choice to work on them outside of class. PREREQUISITES: None 2. STUDENT OUTCOMES By the end of this course, students should be able to accomplish the following: 1. Apply narrative techniques to game and interactive fiction design. 2. Have an understanding of basic narrative theories and game design. 3. Have an understanding of significant concepts, terms, and theories from the course. 4. Complete three prototypes (Twine, Inform 7, and Visionaire Studio) that illustrate a developing competency in the above materials and subjects. 3. REQUIRED TEXTS: All Course Readings are Available on Blackboard (BB) 4. PROFESSIONAL STATEMENTS. A. Statement of Reasonable Accommodation. CSUDH adheres to all applicable federal, State, and local laws, regulations and guidelines with respect to providing reasonable accommodations for students with temporary and permanent disabilities. For students with a disability that may adversely affect their work in class, it is recommended that they register with Disabled Student Services (DSS) in WH D180. All disclosures of disabilities are kept 1

strictly confidential. Note: no accommodations can be made until a student is registered with DSS. For more information, call (310) 243-3660. B. Plagiarism. "At the heart of any university are its efforts to encourage critical reading skills, effective communication and, above all, intellectual honesty among its students. Thus, all academic work submitted by a student as his or her own should be in his or her own unique style, words and form. When a student submits work that purports to be his/her original work, but actually is not, the student has committed plagiarism. Plagiarism is considered a gross violation of the University s academic and disciplinary standards. Plagiarism includes the following: copying of one person s work by another and claiming it as his or her own, false presentation of one s self as the author or creator of a work, falsely taking credit for another person s unique method of treatment or expression, falsely representing one s self as the source of ideas or expression, or the presentation of someone else s language, ideas or works without giving that person due credit" (University Catalog). Plagiarism will be reported to the Dean of Students and will result in failing grade for the course. For the complete CSUDH policy on academy integrity, see the University Catalog. C. Computer Literacy Skill Expectations. Students enrolled in this class are expected to: Use the university email system (Toromail). You need to access your CAMPUS E-MAIL account for updates, instructions, documents, and other materials. Other e-mail accounts should not be used for correspondence in this course, and will not be acknowledged. Use Blackboard. Most course documents will be available on Blackboard. Use the programs Twine, Inform 7, and Game Maker. The instructor will aid in learning and using these game creation programs and will provide additional tutorial and helpful material on Blackboard. Use a word processing program for writing assignments (e.g., Microsoft Word). For additional information about computing on campus, including tutorials, students should go to: http://www.csudh.edu/infotech/labs Note: Technology will fail you at some point in the semester. Corrupt files, lost USB drives, or unsaved work are not reasons for work not coming in on time. PLEASE BACK-UP YOUR WORK. I would recommend opening a Dropbox account and bringing a USB drive to class to manage files. 5. ASSESSMENT PROCEDURES. A. Attendance. Attendance is mandatory. Any undocumented absence will negatively affect your participation grade (see participation below). All students are expected to be on time for each class session and to stay until the end of class. I will take roll during every class. If you come in late or leave early you will be marked absent. If you miss a class for any reason, whether excused or unexcused, it is your responsibility to contact someone from class to find out what you missed (do this before the next class meeting). You are also responsible for getting copies of any handout that was given out in your absence. B. Participation. Overall, 10 points of your final grade are based on in-class participation. This does not mean simply showing up. Your participation will be evaluated using the following criteria: Doing the reading assignments before we discuss them. Turning in writing assignments on time. Active participation in all small-group work. 2

Speaking in class discussions. Listening while others including your professor have the floor. C. Assignments: Reading Responses (10 percent): these assignments use our readings, discussions, and your interests to respond to what you find useful for game writing or, in particular, for your ongoing projects. As a suggestion in your response, you may agree with one statement and/or disagree with another statement from your reading (200-400 words). Twine Project (15 percent): the first of three game prototype projects, students will be responsible for creating a short story interactive game using the Twine program that demonstrates concepts like story structure, characterization, branching paths, multiple endings, and a competency with the features of Twine. See assignment sheet for more details. Inform 7 Project (15 percent): the second of three game prototype projects, students will be responsible for making a short text adventure game using the Inform 7 program that demonstrates concepts like story structure, characterization, room and object creation, puzzle design, using the program s proprietary plain English programming language, and a competency with the features of Inform 7. A design document is also due that explains the design of the student s game. These will be pitched to the class for feedback. See assignment sheet for more details. Mid-term Exam (10 percent): the mid-term exam will test the students understanding of core concepts from the first half of the course. It will be comprised of multiple choice, short answer, and essay question sections. Visionaire Project (20 percent): since this course is meant to address the implementation of strong writing in digital games, students will finish the course by making a small Game Maker prototype that illustrates one or more concepts of narrative implementation in video games. A design document is also due that explains the design of the game. Students will work in groups of two to complete this project, since Game Maker requires significantly more resources than Twine and Inform 7. See assignment sheet for more details. Final Exam (10 percent): a short but focused exam that tests the student s comprehension of major terms, concepts, and theories from the course. Presentations and Pitches: (10 percent): this grade consists of student pitches for all three of their projects, and presentations of their Inform 7 and Visionaire prototypes. See assignment sheets for more details. D. In-Class Exams. Students will have two exams. Each of these exams will consist of multiple-choice, short answer questions, and essay questions based on lecture, readings, screenings, and class discussions that will evaluate your understanding of the course material. 6. GRADING PROCEDURES. A. Grade Scale and Assignments. You will be graded on a 100-point scale. I will be happy to talk to you about how to improve your work before an assignment is due, as well as discuss with you how to improve for future assignments. However, all grades for this course are final. The breakdown for each assignment is as follows: EVALUATION Attendance & Participation 10 points Exam #1 10 points Game Projects 50 points Exam #2 10 points Presentations/Pitches 10 points Reading Responses 10 points 3

GRADING SCALE: A 95-100 C+ 74-77 A- 90-94 C 70-73 B+ 86-89 C- 67-69 B 82-85 D 60-66 B- 78-81 F 0-59 Late paper/work policy: No late papers will be accepted. There are no make-ups for missed exams unless students PROVE extenuating circumstances. 7. PLEASE RESPECT YOUR CLASSMATES AND THE CLASSROOM TURN OFF and put away all mobile phones before class begins. You will use laptops or lab computers in class but only for project-based activities. NO SOCIAL MEDIA or casual webbrowsing. You may not text, email or engage in any electronic activities in class if you do, you will receive a zero for your participation grade (a 10% reduction of your total grade). Arrive to class ON TIME. It is distracting to the professor and classmates if someone arrives late. If you come in late, you will be marked absent. Always arrive PREPARED for class by doing the reading assignments ahead of time. Treat your classmates and your professor with RESPECT by listening while others have the floor. We will sometimes discuss challenging and controversial topics so work on learning disagree with someone else s beliefs or perspectives while maintaining a sense of civility. COURSE SCHEDULE: Schedule is subject to change. Students are responsible for all schedule/assignment changes announced in class. Section 1: Theory, Debates, and Definitions Week 1: What is Writing for Video Games? Abbot, H. The Cambridge Introduction to Narrative. Chapter 2, Defining Narrative Co, Phil. Defining the Game, pp. 29-64. Salen and Zimmerman. Defining Games and Defining Digital Games. IN CLASS: Syllabus, Survey of Course, What is a game? What is a narrative? Week 2: How Have Digital Media Changed Storytelling? Abbot, H. The Cambridge Introduction to Narrative. Chapters 3 and 4 (pp. 28-49) Various authors, Cyberdrama, excerpt from FirstPerson, 1-33. Espen, Aarseth, excerpts from Cybertext: Perspectives on Ergotic Literature Week 3: Does Every Game Have a Narrative? Abbot, H. The Cambridge Introduction to Narrative. Chapters 5, 6, and 12 4

Jenkins, Henry. Game Design as Narrative Architecture, First-Person and responses, 119-131 Ulrike Spierling, Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach, from Worlds in Play Gonzalo Frasca, Ludologists Love Stories, Too: Notes from a Debate that Never Took Place IN CLASS: debate activity. Week 4: Writing for Game Genres, According to Game Writers Soulban, Lucien and Haris Orkin, Writing for First-Person Shooters Erickson, Daniel, Writing for Role-Playing Games, pp. 11-18. Dansky, Richard, Writing for Horror Games, pp. 113-126. Feil, John, Writing for Action-Adventure Games, pp. 29-36. Section 2: Practice and Game Production Week 5: The Anatomy of Design Tim Ryan, The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal, Gamasutra Co, Phil. Designing with a Diagram. Co, Phil. Enemies and Obstacles: Choosing Your Challenges, pp. 65-86. Co, Phil. Brainstorming Your Level Ideas, pp. 87-114. In-class: game narrative design activity. Week 6: Hypertexts and Introduction to Twine Various authors, Hyptertexts and Interactives excerpt from Firstperson, 165-207. Laura Hudson, Twine, the Video Game Technology for All, New York Times Leigh Alexander, In-Depth: Is it Time for a Text Game Revival? Gamasutra TO PLAY: Even Cowgirls Bleed; Howling Dogs; Redshift and Portalmetal; My Uncle Who Works for Nintendo; A(s)Century IN CLASS: Twine projects assigned. Week 7: Twine Games Concluded Anna Anthropy, Making the Game, excerpt from Rise of the Videogame Zinesters 5

Anna Anthropy, How to Make Games with Twine Aaron A. Reed, Twine Cheat Sheet: http://gamesaslit.textories.com/syllabus/twine-cheatsheet/ Week 8: Mid-Term Exam IN CLASS: Mid-term exam; Twine projects due. Week 9: Introduction to Text Adventure Games Wheeler, J. Robinson, Writing for Interactive Fiction, pp. 201-218. Montfort, Nick. Interactive Fiction as Story, Game, Storygame, Novel, World, Literature, Puzzle, Problem, Riddle, and Machine, responses), 310-318. TO PLAY: Zork; Shade (Andrew Plotkin); Galatea (Emily Short); Jigsaw Week 10: Text Adventure Games Part 2 Stephen Granade, Write a Text Adventure with Inform 7 Dan Marshall, How to Design Brillo Point and Click Adventure Game Puzzles, Gamasutra IN CLASS: discussion, demonstration, and work time. Week 11: Text Adventure Games Concluded Tim Anderson & Stu Galley, The History of Zork P. David Lebling, Marc S. Blank, and Timothy A. Anderson, Zork: A Computerized Fantasy Simulation Game. IN CLASS: Work time. Inform 7 Projects due at midnight. Final graphic adventure game project assigned, Week 12: Introduction to Graphic Adventure Games Sheldon, Lee, Writing for Adventure Games, pp. 19-28. Frank Cifaldi, The Technique LucasArts Used to Design its Classic Adventure Games, Gamasutra TO PLAY: 6

Samorost http://www.amanita-design.net/samorost-1/ Samarost 2 http://amanita-design.net/samorost-2/ Selections from: http://www.adventuregamers.com/home/freeware IN CLASS: Final graphic adventure game pitches to class and feedback. Week 13: Graphic Adventure Games Part 2 Chmielarz, Adrian, Seven Deadly sins of Adventure Games, Gamasutra Mark Slabinski, 8 Key Principles of Writing Effective Dialogue, Gamasutra Bob Mackey, No Laughing Matter: Making Humor Work in Games, Gamasutra IN CLASS: Class discussion and work time Week 14: Graphic Adventure Games Part 3 IN CLASS: Class discussion and work time Week 15: Final Game Presentations Final games due. Students will present their final games with the class. The final exam will be administered during finals week in the scheduled slot. 7