Showing posts with label narrative. Show all posts
Showing posts with label narrative. Show all posts

Monday, December 5, 2011

Smaller Class Sizes Can Matter

Weird News My Introduction to Computers for Arts and Social Sciences course usually has several hundred students when taught in the fall and winter (when I'm not teaching), but under 100 when I teach in the summer.
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Storytelling in Education and Games

Weird News Imagine bringing the magic of storytelling into your classroom.
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How Important is Interactive Storytelling in Educational Games?

Weird News Story in games.
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Story in Board Games: Betrayal at House on the Hill

Weird News Imagine finding yourself in the front foyer of what is probably a haunted mansion with a few of your closest friends. There's no way out, since the front door is locked (naturally).
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Our First Ultrasound (Technology is Awesome!)

Weird News I got my first ultrasound on Wednesday.
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Impressions of SIGGRAPH 2011

Weird News Last week I was in Vancouver for this year's SIGGRAPH conference - not presenting, but as a lab trip.
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Techniques for Telling Nonlinear Stories

Weird News At the beginning of October, I'll be participating in a digital narrative workshop for the GRAND NCE called 'Experiencing Stories with/in Digital Games.' The following abstract describes a round table talk I'll be giving as part of the student gathering:
Non-linear fiction ranges from the use of static plots with events presented in a non-chronological way to interactive story worlds where users make choices that affect the outcome of the story. A wide range of media can be used to implement works of non-linear fiction, including novels, film, storytelling engines, and games. In all of these cases, there are multiple techniques available for designing and telling a non-linear story.

We have compiled a taxonomy for these techniques with broad categories for strategies for explaining non-linearity, structuring stories as graphs, relying on emergent behaviour, creating character driven plots, and designing data-driven interactive worlds. Each of these categories breaks down further with classic examples from all types of media and with approaches reported on in academic literature. For instance, a strategy to explain a story’s non-linearity is to attribute it to time travel (The Legend of Zelda: Orcarina of Time) or to a hallucinating or brain-damaged character (Memento). Many examples use a simple branching structure to change the story based on player choices (Choose Your Own Adventure) while others rely on game data to adjust how other characters in the story react to you (Fallout 3).

In this talk, we will present our taxonomy and frame it in the context of story in games. We will discuss what techniques have been used in existing games, and which have not yet been employed. We will consider why games have not used certain techniques, and use this to suggest how they might do so in the future.
I'm currently hammering out a potential thesis research plan for myself, and this work will contribute toward that.
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Vulnerability in Teaching

Weird News The status quo in university lecturing is comfortable.
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Notes on 'Experiencing Stories with/in Digital Games' Colloquium

Weird News You've probably heard it before: we've got a long way to go in finding artful ways to meld great storytelling with the traditional mechanics of digital games.
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