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JOHN CABOT UNIVERSITY

COURSE CODE: "CW/DMA 360"
COURSE NAME: "Creative Writing Workshop: Videogames"
SEMESTER & YEAR: Summer Session I 2015
SYLLABUS

INSTRUCTOR: Peter Sarram
EMAIL: [email protected]
HOURS: MTWTH 4:00 PM 5:45 PM
TOTAL NO. OF CONTACT HOURS: 45
CREDITS: 3
PREREQUISITES: Prerequisite: EN 110 with a grade of C or above
OFFICE HOURS:

COURSE DESCRIPTION:
This course will serve as a primary introduction to the art and craft of interactive storytelling and narrative design for video games. Students will gain an intimate understanding of the challenges and  demands that come with writing for what many consider to be the most complex and collaborative medium of our time.
SUMMARY OF COURSE CONTENT:
This course will explore the fundamentals of video game writing and narrative design. Students will learn how to write and develop characters, dialogue, scenarios, and stories for all gaming genres. Each class session will feature a brief demonstration of a game (or games) that the class will discuss as a group. Weekly readings will focus on the various techniques that go into effective storytelling in video games. Students will then apply that knowledge in a series of critical and creative writing assignments to be submitted to the instructor for grading and for peer editing by fellow classmates. Students will also participate in impromptu writing exercises and brainstorming jam-sessions to sharpen both individual and collaborative writing skills. Students will then, in freely chosen groups, submit a final collaborative writing project at the end of the course.


LEARNING OUTCOMES:
- Develop a critical appreciation for video game writing.

- Understand the fundamental elements of video game writing.

- Understand the role of player agency in interactive storytelling.

- Identify the narrative and storytelling techniques utilized in published video games.

- Evaluate and critique the works of established game writers and peers.

- Discover the dynamics of group writing and project collaboration.

- Produce original works of writing in a functional style for video games.



TEXTBOOK:
NONE
REQUIRED RESERVED READING:
NONE

RECOMMENDED RESERVED READING:
Book TitleAuthorPublisherISBN numberLibrary Call NumberComments
Writing for Video Game Genres: From FPS to RPGWendy DespainA K Peters/CRC Press1568814178  
GRADING POLICY
-ASSESSMENT METHODS:
AssignmentGuidelinesWeight
Participation 20
Peer Editing 10
Impromptu writing exercises 30
Formal writing assignments 30
Final project 10

-ASSESSMENT CRITERIA:
AWork of this quality directly addresses the question or problem raised and provides a coherent argument displaying an extensive knowledge of relevant information or content. This type of work demonstrates the ability to critically evaluate concepts and theory and has an element of novelty and originality. There is clear evidence of a significant amount of reading beyond that required for the course
BThis is highly competent level of performance and directly addresses the question or problem raised.There is a demonstration of some ability to critically evaluate theory and concepts and relate them to practice. Discussions reflect the student’s own arguments and are not simply a repetition of standard lecture and reference material. The work does not suffer from any major errors or omissions and provides evidence of reading beyond the required assignments.
CThis is an acceptable level of performance and provides answers that are clear but limited, reflecting the information offered in the lectures and reference readings.
DThis level of performances demonstrates that the student lacks a coherent grasp of the material.Important information is omitted and irrelevant points included.In effect, the student has barely done enough to persuade the instructor that s/he should not fail.
FThis work fails to show any knowledge or understanding of the issues raised in the question. Most of the material in the answer is irrelevant.

-ATTENDANCE REQUIREMENTS:
ATTENDANCE REQUIREMENTS AND EXAMINATION POLICY

Students cannot make-up a major exam (midterm or final) without the permission of the Dean’s Office. The Dean’s Office will grant such permission only when the absence was caused by a serious impediment, such as a documented illness, hospitalization or death in the immediate family (in which you must attend the funeral) or other situations of similar gravity. Absences due to other meaningful conflicts, such as job interviews, family celebrations, travel difficulties, student misunderstandings or personal convenience, will not be excused. Students who will be absent from a major exam must notify the Dean’s Office prior to that exam. Absences from class due to the observance of a religious holiday will normally be excused. Individual students who will have to miss class to observe a religious holiday should notify the instructor by the end of the Add/Drop period to make prior arrangements for making up any work that will be missed.


ACADEMIC HONESTY
As stated in the university catalog, any student who commits an act of academic dishonesty will receive a failing grade on the work in which the dishonesty occurred. In addition, acts of academic dishonesty, irrespective of the weight of the assignment, may result in the student receiving a failing grade in the course. Instances of academic dishonesty will be reported to the Dean of Academic Affairs. A student who is reported twice for academic dishonesty is subject to summary dismissal from the University. In such a case, the Academic Council will then make a recommendation to the President, who will make the final decision.
STUDENTS WITH LEARNING OR OTHER DISABILITIES
John Cabot University does not discriminate on the basis of disability or handicap. Students with approved accommodations must inform their professors at the beginning of the term. Please see the website for the complete policy.

SCHEDULE

Week One
Short history of video game storytelling
Visual design as storytelling
Gameplay as storytelling
Exploration as storytelling
Scripted and directed storytelling
Game Demos: Uncharted, Call of Duty: Modern Warfare, Elder Scrolls: Skyrim, Metroid Prime, Left 4 Dead

Week Two
Mechanics of video game storytelling
What is a game design document?
Writer or Narrative Designer? What's the difference?
Semiotics: the unspoken language of video games
Can we write immersion?
Game Demos: Metal Gear Solid 2, Final Fantasy XIII, Portal, Half-Life 2, Persona 3, Civilization V, Journey

Week Three
Creating virtual worlds and backstory
Storyboards, scripts, and dialogue
Character, Avatar, and Point of View
Conflict & Motivation; Reward & Consequence
Quests, levels, missions, stages
Game Demos: The Walking Dead, Eternal Darkness, The Wolf Among Us, Brothers: Tale of Two Sons, Bioshock

Week Four

Emergent and divergent storytelling
Passive vs. interactive storytelling
Experience and diegesis
Writing meaningful player choice
Controlling player agency
Game Demos: Mass Effect, Dragon Age, Deus Ex: Human Revolution, Star Wars: The Old Republic

Week Five
Collaborative writing
Writing for different genres
Why consumption is key
Established, original, and licensed IP
Transmedia storytelling
Game Demos: Dead Space, Lego Lord of the Rings, Batman: Arkham Asylum, DevilMayCry, Neverwinter Nights