GAME DESIGN (ENGLISH, THESIS) | |||||
Master | TR-NQF-HE: Level 7 | QF-EHEA: Second Cycle | EQF-LLL: Level 7 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD5102 | Interactive Narrative | Fall Spring |
3 | 0 | 3 | 8 |
The course opens with the approval of the Department at the beginning of each semester |
Language of instruction: | En |
Type of course: | Departmental Elective |
Course Level: | |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Prof. Dr. BARBAROS BOSTAN |
Course Objectives: | Explores how storytelling evolved through different mediums and how it is incorporated into contemporary interactive platforms, especially gaming. Player psychology, player types, player modeling and tailoring the game characteristics according to player preferences are the key concepts. |
The students who have succeeded in this course; 1: Will understand linear and nonlinear interactive narrative techniques 2: Will develop an interactive storytelling perspective for computer games. 3: Will understand player psychology and develop an interactive narrative experiment for computer games. |
This class, through a mixture of readings, discussion, and project work, will explore the theoretical positions, debates, and design issues arising from these different key concepts. Teaching Methods: Lecture, Projects, Educational Games, Guest Speakers, Problem Solving, Readings |
Week | Subject | Related Preparation | |
1) | Orientation | ||
2) | Intro: Course Review | ||
3) | Communication theories, interaction theories, basics of player profiling | ||
4) | Player Profiles: Profiling techniques in literature, interactivity in computer games | ||
5) | Game Analysis: Analyzing gameplays in relation with profiles with an example | ||
6) | Student presentations on contemporary works in interactive narrative | Presentation Prep | |
7) | Student presentations on contemporary works in interactive narrative 2 | Presentation Prep | |
8) | Motivation: Motivational theories on gaming and player experience | ||
9) | Game characters, Choices in game narrative | ||
10) | Story structures in games and other media, Story Techniques in games and plot twists | ||
11) | Branching Stories, Comparative Analysis | ||
12) | Experiment Presentations | Presentation Prep | |
13) | Experiment Presentations | Presentation Prep | |
14) | Experiment Presentations | Presentation Prep |
Course Notes: | |
References: | Hiwiller, Z., 2015. Players Making Decisions: Game Design Essentials and the Art of Understanding Your Players, New Riders: Berkeley, CA, USA. Heussner, T., 2015. The Game Narrative Toolbox, Routledge. Bostan, B. ed: 2021. Games and Narrative: Theory and Practice, International Series on Computer Entertainment and Media Technology, Springer. Other required readings will be uploaded to students via Itslearning. If you cannot access any material, please contact the instructor of the course. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | % 0 | |
Laboratory | % 0 | |
Application | 1 | % 30 |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | % 0 | |
Presentation | 3 | % 20 |
Project | % 0 | |
Seminar | % 0 | |
Midterms | % 0 | |
Preliminary Jury | % 0 | |
Final | 1 | % 50 |
Paper Submission | % 0 | |
Jury | % 0 | |
Bütünleme | % 0 | |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 1 | 3 | 3 |
Special Course Internship (Work Placement) | 0 | 0 | 0 |
Field Work | 0 | 0 | 0 |
Study Hours Out of Class | 13 | 5 | 65 |
Presentations / Seminar | 12 | 3 | 36 |
Project | 1 | 6 | 6 |
Homework Assignments | 14 | 3 | 42 |
Quizzes | 0 | 0 | 0 |
Preliminary Jury | 0 | 0 | 0 |
Midterms | 1 | 3 | 3 |
Paper Submission | 0 | 0 | 0 |
Jury | 0 | 0 | 0 |
Final | 1 | 3 | 3 |
Total Workload | 200 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | To gain understanding about game making process | |
2) | To gain knowledge about cultural and social effects of games | |
3) | To understand sector and academy altogether | |
4) | To understand games in global sense in terms of marketing | |
5) | To find solutions and practical means in game making processes | |
6) | By gaining critical point of view, analyisng games (critical thinking) | |
7) | To understand the processes of project management and team management | |
8) | To study game design in academical terms and research of games in socio-economical terms | |
9) | Gaining talent about playful experience design, everyday aspects of games and gamification | |
10) | From interdisciplinary point of view analysing and questioning of making processes of games |