Module Texts
Aarseth, Espen 1997. Cybertext: perspectives on Ergodic Literature. Baltimore and London:JHUP. Chapters 5 and 6.
Aarseth, Espen 2006. ¿The culture and business of cross-media productions.¿ in Popular Communication, Vol. 4, No. 3, pp. 203-211, 2006
Atkins B, 2003. More than a Game, the computer game as fictional form. Manchester University Press, 2003.
Bateman C (July 2006). Game Writing Narrative Skills for Videogames. USA: Charles River Media, ISBN-10: 1584504900
Wardrip-Fruin N (April 2006). First Person: New Media as Story, Performance and Game. USA: The MIT Press, ISBN-10: 0262731754
Crawford C (Oct 2004). Chris Crawford on Interactive Storytelling. USA: New Riders, ISBN-10: 0321278909
Abbott, H Porter 2008. The Cambridge Introduction to Narrative. Cambridge UP (Second Edition) Ch. 1-3, 5-7, 9, 10, 12
Bal, M 2009. Narratology, Introduction to the Theory of Narrative. Universwity of Toronto Press [3rd Ed]
Bateman, C. 2007. Game Writing: Narrative Skills for Video Games. Charles River Media.
Corneliussen H & Rettberg JW, [Eds] 2008. Digital Culture, Play, and Identity: A World of Warcraft Reader. MIT Press.
Crawford C. 2004. Chris Crawford on Interactive Storytelling. New Riders.
Despain, W. 2009 Writing for Video Game Genres: From FPS to RPG. A K Peters Ltd.
Denis Jerz,2007. Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky¿
http://www.digitalhumanities.org/dhq/vol/001/2/000009.html
Flanagan M. 2009. Critical Play; radical game design. MIT Press 2009.
Eskelinen, Markku 2001. ¿The Gaming Situation¿. http://gamestudies.org/0101
Fawcett, B [Ed] 2006 The Battle for Azeroth, Adventure, Alliance and Addiction. Insights into the World of Warcraft. Benbella Books Inc. Texas.
Frasca, Gonzalo. 1999. ¿ Ludology meets Narratology: Similitude and differences between (video)games and narrative.¿
http://www.ludology.org/articles/ludology.htm
Fuller, Mary and Henry jenkins 1995. ¿ Nintendo and New World Travel Writing: A Dialogue¿
http://www.stanford.edu/class/history34q/readings/Cyberspace/FullerJenkins_Nintendo.html
Fullerton, Tracy 2008. ¿Documentary Games: Putting the Player in the Path of History¿ in Whalen and Taylor: Playing with the Past: History and Nostalgia in Videogames. Vanderblit UP, pp 215-238.
Harrigan and Wardrip-Fruin [Eds] 2004 First Person MIT Press 2004.
Harrigan and Wardrip-Fruin [Eds] 2007 Second Person. MIT Press 2007.
Harrigan and Wardrip-Fruin [Eds] 2009 Third Person. MIT Press 2009.
Howard, Jeff 2008. Quests: Design, Theory and History in Games and Narratives. A.K. Peters.
Juul, Jesper 2001. ¿Games Telling Stories¿ http://gamestudies.org/0101
Mateas, Michael and Andrew Stern, 2005. ¿Build It to Understand It: Ludology Meets Narratology in Game Design Space¿ paper presented at DIGRA 2005. http://www.interactivestory.net/papers/MateasSternDigra05.pdf
Montfort, Nick 2003. Twisty Little Pasages: An approach to Interactive Fiction. MIT Press.
Murray, Janet 1997. Hamlet On the Holodeck. The Free Press.
Mark J.P. Wolf & Bernard Perron [2003] The Video Game Theory Reader Routledge, London.
Mark J.P. Wolf & Bernard Perron 2009. The Video Game Theory Reader Volume 2. Routledge London.
Ryan, M. 2004. [ED] Narrative Across Media ¿ The Language of Story Telling. University of Nebraska Press. 2004.
Ryan, M. 2006. Avatars of Story. University of Minnesota Press. 2006.
Sheldon, L. 2004. Character Development and Storytelling for Games. Thompson Course Technology.
Noah Wardrip-Fruin and Nick Montfort, 2003. The New Media Reader MIT Press 2003.
Whalen and Taylor: Playing with the Past: History and Nostalgia in Videogames. Vanderblit UP
Ince, S. A & C Black Publishers Ltd, 2006, Writing for Video Games, ISBN 0713677619
Module Indicative Content
The ethos behind the development of the interactive narrative design module is to examine the complex issues surrounding the nexus of play, storytelling, and the mechanics of games design.
This module introduces students to structuralist and post-structuralist narratological concepts and theory, and utilises them to deconstruct texts, films and games into basic structures that can be easily identified and utilised in the analysis of other narrative content. Students learn that both the classical ways of understanding stories and the classical methods of designing and writing stories are problematic when it comes to understanding how and why players interact with the narrative content of games.
The second semester of the module will look into current industry debates and academic theory, and students will be expected to develop a design ethos for interactive narrative design. Students undertake research and analysis of current debates in the games industry and in Games Studies as to issues inherent in interactive story design. Utilising research, and current debates, students then design their own interactive narratives, and provide a detailed analysis of their own design ethos. Assessments¿ are designed to provide a new generation of games designers with the skill-set needed to design and implement the next generation of story based games, and provide graduates with a unique set of abilities to allow them to stand out in today¿s competitive industry marketplace.