Working in small groups, students will design an original game that uses particular interactive narrative techniques to tells a particular story.
Design goal: engage with techniques of interactive and systems-based storytelling. A main focus of this project is to explore the ways that games can tell stories. While there are many ways for games to signify narrative, each group will be working within a particular kind of narrative game format that will help determine the kinds of interactive and systemic storytelling techniques your group might use. Does your design deeply explore games and storytelling? Can you employ ways of telling stories that could only happen in games?
Design goal: express aspects of the story you were given through your game’s player experience. Your group will also be given a narrative constraint in the form of a short story. Your goal is to express part or all of this story within your game experience. Beyond just retelling the facts of the story, can your design also engage with the mood and tone or the themes and ideas of the story? As you develop the narrative elements of your design, put particular emphasis on details – such as the actual writing in the game materials or the player rules. Can you weave a compelling narrative experience that does justice to your original story constraint?
Each group will be working from the following constraints:
PROTIP: Do we have to tell the entire story we were given? Definitely not! You are welcome to focus on particular aspects of the story – perhaps a single moment or scene, or one of the characters, or some other element from the story world. You might also have to invent story content to help flesh out aspects of your game. Your design can faithfully re-tell the story as it was originally written, but you can also respond critically to the story, perhaps changing the ending or adjusting identities of characters.
Here is the brainstorming process we would like you try out for this assignment. It is based on the idea of CREATIVE GOALS (similar to “Design Pillars”) that are often used to focus the overall direction of a concept as it is being designed. Before you meet for the first time: Read your story and think about your chosen format. Come up with THREE CREATIVE GOALS that you think your project should strive for. A creative goal can be narrative (tell a moving story about a misguided character) or structural (a short narrative game that’s different every time it is played) or experiential (create a feeling of growing terror) or some combo (the players make a series of difficult moral choices). When your group meets for the first time: Have a common document (on-line spreadsheet, MIRO board, etc) everyone can see and access.
One rule to follow during this process: Once a creative goal or design is posted, IT BELONGS TO THE GROUP. You are not permitted to refer to the author of who posted it (ie, don’t say “Naomi’s creative goal).
Early in the process, your group should also investigate example games part of the gameplay format you desire. These games will provide lots of good ideas and mechanics you might use as you begin to develop your own game.