DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
GAD1006 Basics of Storytelling Spring 3 0 3 5
The course opens with the approval of the Department at the beginning of each semester

Basic information

Language of instruction: En
Type of course: Must Course
Course Level: Bachelor
Mode of Delivery: Face to face
Course Coordinator : Assoc. Prof. BARBAROS BOSTAN
Course Lecturer(s): Assoc. Prof. BARBAROS BOSTAN
Course Objectives: This module explores how storytelling evolved through different mediums and how it is incorporated into contemporary video games. World design, plot and structure, characters, meaningful choices, interactive stories, and cinematography are the key concepts. During this module the students will understand linear and nonlinear interactive narrative techniques, develop an interactive storytelling perspective for video games, understand player types and develop an interactive narrative project in a fictional setting chosen by the instructor. Students will read and analyze the best practices of contemporary written works, such as fictional novels. Students will also play and analyze contemporary video games (in different platforms) with special emphasis on their stories. Students will also be familiar with the digital tools used by narrative designers of video games.

Learning Outputs

The students who have succeeded in this course;
LO1: Students will improve their cooperative feedback skills through discussions of the key concepts of game narratives: world design, plot and structure, characters, meaningful choices, interactive stories, and cinematography.
LO2: Students will improve their game writing skills by working on a game story in a fictional world using the three-act structure.
LO3: Students will analyze the best practices of contemporary written works in three dimensions: fictional world design, character design and the overall quality/structure of the story.
LO4: Students will analyze contemporary video games with special emphasis on their stories but also discuss the impact of five gameplay dimensions on the overall quality of the narrative: challenges/difficulty, audio aesthetics, visual aesthetics, usability/playability, and fun/enjoyment.

Course Content

Just as a good novelist benefits from reading widely, and as a painter benefits from a deep knowledge of art history, so too does a game developer benefit from a rich and critical understanding of theory and the history of video games. This course aims to provide a foundation or thinking critically about where games have been and why games matter from a variety of industrial, technical, artistic, and social perspectives.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Intro - Course Review
2) World Design - Terrain, Rules, Creatures, Political and Environmental Systems, Value Systems
3) Plot and Pacing - Plot, LOCK method, pacing, story arcs
4) Story Fragments and Player Freedom - Interactivity, player freedom, dividing a story into fragments
5) Story Structures - Three-act structure, Freytag’s pyramid, the Syd Field Paradigm, the dramatic situations of Georges Polti, and the 31 narratemes of Vladimir Propp.
6) Characters - Characters, believable characters in video games (beliefs, values, dominant attitudes, opinions), character traits with examples from contemporary video games, and the character arc.
7) Meaningful Choices - The lecture will cover plot twists, choices, meaningful choices, choices and mechanics with special emphasis on the 20 types of choices in video game
8) Story Techniques - Scenarios and story techniques used in games
9) Cinematography - visual storytelling, cinematography basics, lenses, depth of field, camera angles, shot sizes, color palettes, cuts and transitions, composition, rule of thirds
10) Interactive Stories - Character shapes and poses, environmental shapes, audio, framing, lines of movement, pathways, dialogue and player gestures.
11) Feedback Session - Feedback for Assignment 3.3
12) Plot Advancement and Story Endings - plot advancement mechanisms and will continue with story endings (classic single ending, dual endings, plural endings, infinite endings using procedural techniques).
13) Project Presentations - Student presentations
14) Free Topic - Selected topic by the instructor

Sources

Course Notes: The Ultimate History of Video Games: From Pong to Pokémon—The Story Behind the Craze that Touch our Lives and Changed the World Steven L. Kent, 1st ed. Three Rivers Press, 2001. High Score! The Illustrated History of Electronic Games Rusel Demaria & Johnny L. Wilson, McGraw-Hill/Osborne, 2002. The Ultimate Guide to Video Game Writing and Design Flint Dille & John Z. Platten, 1st ed. Lone Eagle, 2008. The Video Game Explosion: A History from Pong to PlayStation and Beyond. Mark J. P. Wolf, Greenwood Press, 2008. The Art of Game Design: A Book of Lenses Jesse Schell, Morgan Kaufman Publishers, Elsevier Inc., 2008.
References: - Wolf, M. J. P., & Perron, B. (2014). The Routledge companion to video game studies. New York: Routledge CHAPTER 22, 23 - Heussner, T., Finley, T.K., Hepler, J.B. and Lemay, A. (2015). The Game Narrative Toolbox. CRC Press. CHAPTER 1, 4, 5 - Bell JS (2004) Plot & Structure. Writer’s Digest Books, Cincinnati, Ohio. CHAPTER 1, 2 - Perry, D. ve DeMaria, R. (2009). David Perry on Game Design: A Brainstorming Toolbox, Charles River Media, Boston, MA. CHAPTER 9, 11, 12, 17 - Newman, R. (2008) Cinematic game secrets for creative directors and producers, Focal Press, Burlington, MA. CHAPTER 7

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance % 0
Laboratory % 0
Application 3 % 24
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments 2 % 26
Presentation % 0
Project % 0
Seminar % 0
Midterms % 0
Preliminary Jury % 0
Final 1 % 30
Paper Submission 1 % 20
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 70
PERCENTAGE OF FINAL WORK % 30
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Laboratory 0 0 0
Application 10 3 30
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 8 6 48
Presentations / Seminar 1 3 3
Project 0 0 0
Homework Assignments 0 0 0
Quizzes 0 0 0
Preliminary Jury 0 0 0
Midterms 0 0 0
Paper Submission 0 0 0
Jury 1 3 3
Final 1 3 3
Total Workload 129

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. 1
2) Analyze, synthesize, and evaluate information and ideas from various perspectives. 5
3) Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. 5
4) Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. 4
5) Understand the technology and computational principles involved in developing games and master the use of game engines. 1
6) Understand the process of creation and use of 2D and 3D assets and animation for video games. 1
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. 2
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. 5
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. 1
10) Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. 1
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. 1
12) Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. 1