Introduction to Gaming

Introduction to Gaming
Dr. Shawn Edrei
superwriter@gmail.com

 

As technological advances continue at breakneck speed, scholarly interest in the products of digital media has grown apace. Video games have emerged from the clouds of conservative suspicion in the late 1980’s and early 1990’s to become one of the foremost industries in modern entertainment, with an increasingly pronounced impact on contemporary cultural and social phenomena worldwide. One consequence of this rapid evolution is a marked increase in the crafting and distribution of experimental forms of fiction unique to the platform, which cannot be replicated in any other medium. As a result, the many platforms through which we play are capable of producing a vast array of virtual “texts” that fascinate, frustrate and facilitate academic research.

This course will act as an introduction to the field of digital games through discussion of important critical perspectives, tracking historical developments in gaming throughout the decades, and direct experience with and analysis of several popular and “indie” games which aptly demonstrate how digital technologies have been harnessed to generate these complex narrative experiences. The course will thus show how our participation as players fundamentally challenges our most basic assumptions of “storytelling” and lays the groundwork for possible future evolutions of the medium.

The course is structured upon the following themes:

  1. The History of Gaming: How did we go from playing Pac-Man and Street Fighter in arcades to exploring virtual worlds on our phones? What trends defined the early eras of video games, and which of them (if any) still hold true today?
  2. Narrative Theory and Games: We are all familiar with concepts like “narrator”, “setting”, “character”, “fictional world” and so on – yet the paradigms that remained consistent in the progression from text to film to television have been complicated and largely subverted by creators empowered by digital and virtual technology. How, then, should we adjust and explore these critical terms when applied to games?
  3. Genre and Games: As the medium evolves and incorporates new types of hardware and software, a veritable explosion of new categories of games begin to emerge. Initially oriented around literary terminology – “horror”, “science fiction”, “fantasy” and so on – games have gradually developed their own typology and generic definitions. What constitutes these new genres, and how do they intersect (if at all) with their cinematic and prose predecessors?
  4. Authorship and Player Agency: The player’s active participation in game narratives complicates a question central to any analysis of fiction: “Who is telling this story?” While the amount of agency we express in games can vary depending on a multitude of factors, we are nevertheless play a dual role in the telling of a video game story: protagonist and co-storyteller. How does the medium navigate the middle ground between our actions and a game’s hard-coded framework and boundaries? Are we able to transcend those boundaries?
  5. Metafiction and “Rule-Breaking”: If games are systems of rules within which the player is able to act, what happens when metafictional elements are introduced? How have developers attempted to manipulate the rules we tacitly accept when we play? How does the player respond to characters who suddenly express awareness that they are programmed entities? And what do these experimental narratives suggest about the future of gaming?
  6. Modding and “Hacking” Games: As players have become more technically-minded and aware of how games are made, the phenomenon of modding – directly altering the code of the game to suit the player’s whims – has become so commonplace that many contemporary games are built to allow such modification from the moment of release. How do players typically change games? Are there any correlations between the types of game and the types of “mods” produced for those games?
  7. Online Worlds: The Massively Multiplayer Online Role-Playing Game is a product that continues to challenge academics today: persistent fictional worlds that evolve and change even when the player is not actively engaged, in which the singular role of protagonist has shifted from individuals to collective action. We will discuss some of the most prominent online worlds, the infamous “Corrupted Blood” incident in World of Warcraft, and the ways in which these virtual constructs gradually come to resemble our own.

 

Requirements:

Attendance and participation (10%)

1 Midterm paper (15%)

1 Response paper (flexible deadline, 25%)

1 Final take-home exam (50%)

 

 

Bibliography: Critical Theory

 

Aarseth, Espen J. Cybertext: Perspectives on Ergodic Literature. Baltimore:

Johns Hopkins University Press.

 

Alber, Jan & Stefan Iversen & Henrik Skov Nielsen & Brian Richardson. “Unnatural

Narratives, Unnatural Narratology: Beyond Mimetic Models.” Narrative vol.

18 #2: Ohio State University Press.

 

Bakhtin, M.M. “Forms of Time and of the Chronotope in the Novel: Notes Toward A

            Historical Poetics.” The Narrative Reader. ed. Martin McQuillan.

London/New York: Routledge.

 

Bartle, Richard A. “Alice and Dorothy Play Together.” Third Person: Authoring

and Exploring Vast Narratives. eds. Pat Harrigan & Noah Waldrip-Fruin.

Cambridge: The M.I.T. Press.

 

Barton, Matt. Dungeons and Desktops: The History of Computer Role-Playing

Games. Natick: A.K. Peters.

 

Baudrillard, Jean. 1994. Simulation and Simulacra. trans by Sheila Faria Glaser. Ann

Arbor: University of Michigan Press.

 

 

Berens, Kate & Geoff Howard. The Rough Guide to Videogames. London: Rough

Guides.

 

Consalvo, Mia. “Hot Dates and Fairy-Tale Romances: Studying Sexuality in Video

Games.” The Video Game Theory Reader. eds. Mark J.P. Wolf and Bernard

Perron. London/New York: Routledge.

 

Crawford, Chris. “Interactive Storytelling.” The Video Game Theory Reader.

eds. Mark J.P. Wolf & Bernard Perron. London/New York: Routledge.

 

Donovan, Tristan. Replay: The History of Video Games. Lewes: Yellow Ant.

 

Fencott, Clive. Game Invaders: The Theory and Understanding of Computer Games.

Hoboken: John Wiley & Sons.

 

Filiciak, Miroslaw. “Hyperidentities: Postmodern Identity Patterns in Massively

Multiplayer Online Role-Playing Games.” The Video Game Theory Reader.

eds. Mark J.P. Wolf & Bernard Perron. London/New York: Routledge.

 

King, Brad. Dungeons and Dreamers: The Rise of Computer Game Culture from

Geek to Chic. Emeryville: McGraw-Hill/Osborne.

 

Kukkonen, Karin. “Metalepsis in Popular Culture: An Introduction.” Metalepsis in

Popular Culture. eds. Karin Kukkonen & Sonja Klimek. Berlin/New York: De

Gruyter.

 

Lahti, Martti. “As We Become Machines: Corporealized Pleasures in Video Games.”

The Video Game Theory Reader. eds. Mark J.P. Wolf & Bernard Perron.

London/New York: Routledge.

 

Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace.

Cambridge: The M.I.T. Press.

 

Perron, Bernard & Mark J.P. Wolf. “Introduction.” The Video Game Theory Reader 2.

eds. Bernard Perron & Mark J.P. Wolf. New York/London: Routledge.

 

Rehak, Bob. “Playing at Being: Psychoanalysis and the Avatar.” The Video Game

Theory Reader. eds. Mark J.P. Wolf & Bernard Perron. London/New York:

Routledge.

 

Rettberg, Scott. “Corporate Ideology in World of Warcraft.” Digital Culture, Play and

Identity: A World of Warcraft Reader. eds. Hilde G. Corneliuss and Jill

Walker Rettberg. Cambridge: The M.I.T. Press.

 

Reynolds, Ren. “Competing Narratives in Virtual Worlds.” Third Person: Authoring

and Exploring Vast Narratives. eds. Pat Harrigan & Noah Waldrip-Fruin.

Cambridge: The M.I.T. Press.

 

 

 

Roine, Hanna-Riika. “How You Emerge from This Game Is up to You: Agency,

Positioning, and Narrativity in The Mass Effect Trilogy.Narrative Theory,

Literature, and New Media: Narrative Minds and Virtual Worlds. eds. Mari

Hatavara, Matti Hyvärinen, Maria Mäkelä and Frans Mäyrä. New

York/London: Routledge.

 

Ryan, Marie-Laure. “Cyberage Narratology: Computers, Metaphor, and Narrative.”

Narratologies. ed. David Herman. Columbus: Ohio State University Press.

 

Ryan, Marie-Laure Cyberspace Textuality: Computer Technology and Literary

Theory. ed. Marie-Laure Ryan. Bloomington/Indianapolis: Indiana University

Press.

 

Ryan, Marie-Laure Narrative as Virtual Reality: Immersion and Interactivity in

Literature and Electronic Media. Baltimore/London: Johns Hopkins

University Press.

 

Skolnick, Evan. Video Game Storytelling: What Every Developer Needs to Know

About Narrative Techniques. Berkeley: Watson-Guptill Publications.

 

Tavinor, Grant. The Art of Videogames. Chichester: Wiley-Blackwell.

 

Wolf, Mark J.P. “Abstraction in the Video Game.” The Video Game Theory Reader.

eds. Mark J.P. Wolf and Bernard Perron. London/New York: Routledge.

 

Zelda Starring Zelda. Kenna W.

http://kennastuff.blogspot.co.il/2013/03/zelda-starring-zelda-story.html.

 

Zimmerman, Eric. “Gaming Literacy: Game Design as a Model for

Literacy in the Twenty-First Century.” The Video Game Theory Reader 2. eds.

Bernard Perron & Mark J.P. Wolf. New York/London: Routledge.

 

 

Bibliography: Primary Texts (Games)

A Dark Room
No One Has To Die
Stories Untold
Evoland
Doki Doki Literature Club
Zelda Starring Zelda
Vengeance
OneShot

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