Teaching Narrative Design and Game Design

2020 ◽  
pp. 89-98
Author(s):  
Michael Breault
Keyword(s):  
2021 ◽  
Author(s):  
Evan Fradley-Pereira

As of 2015, the incumbent international eSports paradigm centers on genre-defining systems and games that were not initially designed for mass spectatorship. As a result, would-be fans are often confronted with a high-friction onboarding process verging on hostility. With global viewership estimated to reach over 238m unique annual viewers by 2017 (Superdata, 2015), leading developers have adapted the designs of new products to prioritize audiences as well as players. The most successful among them have capitalized off of the resulting spectator virality. Lacking is a high-level framework for evaluating games based on aesthetic composition and their resulting viability as a spectator experience. This paper offers critical evaluations of dominant and lesser-known gaming spectator experiences via in-depth analyses of their constituent design affordances relating to a combined, interdisciplinary aesthetic framework centered heavily around narrative-bias. It is asserted throughout that any viewing experience with certain aesthetic factors configured to prioritize a clear and approachable classical narrative design, when evaluated aesthetically, can be considered rich in quality. Conforming to this aesthetic standard also permits games the potential to enjoy mass popularity. This paper is intended to serve as a foundation for an interdisciplinary framework of best practices in video game design.


2021 ◽  
Author(s):  
Evan Fradley-Pereira

As of 2015, the incumbent international eSports paradigm centers on genre-defining systems and games that were not initially designed for mass spectatorship. As a result, would-be fans are often confronted with a high-friction onboarding process verging on hostility. With global viewership estimated to reach over 238m unique annual viewers by 2017 (Superdata, 2015), leading developers have adapted the designs of new products to prioritize audiences as well as players. The most successful among them have capitalized off of the resulting spectator virality. Lacking is a high-level framework for evaluating games based on aesthetic composition and their resulting viability as a spectator experience. This paper offers critical evaluations of dominant and lesser-known gaming spectator experiences via in-depth analyses of their constituent design affordances relating to a combined, interdisciplinary aesthetic framework centered heavily around narrative-bias. It is asserted throughout that any viewing experience with certain aesthetic factors configured to prioritize a clear and approachable classical narrative design, when evaluated aesthetically, can be considered rich in quality. Conforming to this aesthetic standard also permits games the potential to enjoy mass popularity. This paper is intended to serve as a foundation for an interdisciplinary framework of best practices in video game design.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


2019 ◽  
Vol 74 (3) ◽  
pp. 305-331
Author(s):  
John Owen Havard

John Owen Havard, “‘What Freedom?’: Frankenstein, Anti-Occidentalism, and English Liberty” (pp. 305–331) “If he were vanquished,” Victor Frankenstein states of his monstrous creation in Mary Shelley’s Frankenstein (1818), “I should be a free man.” But he goes on: “Alas! what freedom? such as the peasant enjoys when his family have been massacred before his eyes, his cottage burnt, his lands laid waste, and he is turned adrift, homeless, pennyless, and alone, but free.” Victor’s circumstances approximate the deracinated subject of an emergent economic liberalism, while looking to other destitute and shipwrecked heroes. Yet the ironic “freedom” described here carries an added charge, which Victor underscores when he concludes this account of his ravaged condition: “Such would be my liberty.” This essay revisits the geographic plotting of Frankenstein: the digression to the East in the nested “harem” episode, the voyage to England, the neglected episode of Victor’s imprisonment in Ireland, and the creature’s desire to live in South America. Locating Victor’s concluding appeal to his “free” condition within the novel’s expansive geography amplifies the political stakes of his downfall, calling attention to not only his own suffering but the wider trail of destruction left in his wake. Where existing critical accounts have emphasized the French Revolution and its violent aftermath, this obscures the novel’s pointed critique of a deep and tangled history of English liberty and its destructive legacies. Reexamining the novel’s geography in tandem with its use of form similarly allows us to rethink the overarching narrative design of Frankenstein, in ways that disrupt, if not more radically dislocate, existing rigid ways of thinking about the novel.


2008 ◽  
Vol 5 (2) ◽  
pp. 1-9
Author(s):  
Cheryl Seals ◽  
◽  
Jacqueline Hundley ◽  
Lacey Strange Montgomery ◽  
◽  
...  

2013 ◽  
pp. 1-9
Author(s):  
Gunther Rehfeld
Keyword(s):  

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