Narrative - Characters -Plot - Scene -Voice - Genre. Narrative - Characters -Plot - Scene -Voice - Genre. New Media. New Media.

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Opening : Concepts of in Interactive Art Forms Lecture Goals for the next two classes 1. Introduce concepts of traditional narrative, most of which apply to later technologies. 2. Discuss the application of these concepts to new media art forms brought on by the digital age. 3. Introduce the complexities brought about by increasing levels of interactivity. 4. Introduce some interpretive paradigms that attempt to assess patterns in story-telling. 5. Relate all this to your assignment. Characters: Plot: Climax in Games Structure in Games Structure Rising action Falling action Patterns Patterns Exposition Resolution Scene: Voice: in Games in Games Structure Structure Patterns Patterns 1

in Games Structure Patterns Genre: -Examples s in Games Structure Patterns Examples: Do Art Forms invoke a fundamentally different set of concepts from traditional narrative? 1. HTML 2. Flash 3. Machinima -Examples s in Games Genres: Fiction Games Hypertext: Structure in Games Patterns Structure Patterns Hypertext Fiction: Hypertext Games: Fiction Games in Games Nino Rodriguez s Face Value: Notes on the Social Media and Self-Exchange Shelley Jackson s My Body Fiction Games in Games Structure Structure Patterns Patterns 2

Immersive Games: Immersive Games: Fiction Games Fiction Games in Games in Games Structure Structure Patterns Patterns Lecture goals for second lectures 1. Discuss the application of traditional narrative poetics to computer games. in Games in Games: Exploratory 2. Explore two aspects of these poetics: A. We will examine the narrative structure of objects to see if some are particularly appropriate to computer role playing games. Structure Patterns External Internal B. We will explore the tradition of the hero myth to see how well it fits this genre. 3. Relate all this to your assignment. Ontological in Games: Structure: Exploratory Sequential structure in Games Structure Hypertext Fiction Myst in Games Structure Patterns Patterns External Internal The Sims Ontological Half-Life 3

Structure: Structure: in Games Sequential structure with cul-de-sacs in Games Structure Structure Patterns Patterns Traditional branching structure Structure: Structure: in Games in Games Structure Structure Patterns Patterns Branching with barriers structure Traditional branching structure out of control Structure: Structure: in Games in Games Bottle-necking Structure Patterns X Structure Patterns X X X X X Branching with forced path structure 4

Structure: Structure: Exploratorium in Games in Games Structure Structure Patterns Patterns Branching with optional scene structure Structure: Structure: in Games Parallel streaming structure in Games World structure Structure Structure Patterns Patterns Carousel entry into a world structure in Games Structure Patterns Structure: in Games Structure Patterns - Separation - Initiation - Return Patterns 1. Separation A. Call to adventure (or action) B. Supernatural aid C. The crossing of the first threshold D. The belly of the whale Multilinear or hypermedia 5

in Games Structure Patterns - Separation - Initiation - Return Patterns 2. Initiation A. The road of trials B. Meeting with the goddess C. Woman as temptress D. Atonement with father E. Apotheosis F. The ultimate boon in Games Structure Patterns - Separation - Initiation - Return Patterns 3. Return A. Refusal of the return B. Rescue from without C. Magic flight D. Crossing of the return threshold E. Master of the two worlds F. Freedom to live 6