Branching Fiction Map

Interactive Fictions & Narrative Games

ENGL 370-002 / TuTh 12:30-13:45 / HLG 320

Pr. John Laudun / HLG 356 / laudun@louisiana.edu

Description

Branching narratives, interactive fiction, text adventures, CYOA (Choose Your Own Adventure) all describe a form of entertainment—be it literary, performed in a group, or in a video game—in which a reader is given choices and their choices determine the nature and outcome of the story. This course explores the history of narrative games, from collaborative storytelling in oral cultures to the robust open-world games to cinematic universes in which multiple storylines exist (and sometimes interact). Course inputs include reading, viewing, and playing. Course outputs include analytical explorations of forms and mechanisms and the development of fictions of your own.

Objectives

This course aims to provide participants with the necessary tools and skills to analyze and, at least begin, to create narrative games. To do this, participants will need to master: foundational concepts in narrative studies and game studies, experiment with a variety of game mechanics, engage others collaboratively (and occasionally competitively), document their work both individually and collectively, and be able to present their work to an audience.

Materials

There is a textbook for this class:

Heussner, Tobias, Toiya Kristen Finley, Jennifer Brandes Hepler, and Ann Lemay. 2023. The Game Narrative Toolbox. Focal Press Game Design Workshops.

As far as textbooks goes, it is a useful compromise. (Suggestions for better are welcome.) There will be additional readings available online, via portals like JSTOR, or under the files tab in our Teams instance.

In addition to the textbook, there is also a list of materials:

Hardware

Software

Grading

More than anything, this course expects and requires that participants be open to new ideas and different kinds of course experiences. This is the first time this course has been offered at UL, and so much of the content, in terms of both readings, lectures, and discussions as well as assignments is exploratory in nature: what do participants need to know to think more clearly about stories and games and the media within which the two combine?

Participation (20%) includes all group activities as well as contribution to in- and out-of-class discussions.

Assignments (50%) include all the small assignments that will be completed throughout the semester and which should also be collected in a portfolio at the end of the semester. (The assignment portfolio is part of this grade.)

Project (30%): participants can choose to work individually or collectively on their magnum opus for the course, a narrative game / interactive fiction of a form and in a medium of their choosing. Prior approval of the instructor is required: this course is about ideation, planning, and execution at a high level thanks to drafting and revision; it is not about surprises and last-minute deadline screeching.

The Small Print

There is a common set of guidelines/requirements on how to be a participant in a course I facilitate. Read The Essentials. That note is part of a collections of notes I have compiled over the years in response to common questions and needs. Please consult those guides to see if your question already has an answer. (In all cases, my answer there will be better.)

Agenda

Please note that this course follows an agenda, not a schedule. The actual timing of discussions will be determined by the interest, experience, and expertise in the room. Some topics will expand; others will contract. If you are unsure about the date for a particular reading or discussion or assignment, first check Teams to see if an update has been posted and then check with a classmate.

Foundations

On our first day of class we will need to cover the usual course overview and then set up groups and proceed with the first group assignment.

Things in Common

Puzzles

Game Theory

Go to https://ncase.me/trust/. Play the game. Write down two things: (1) Implications of the game theory behind “The Prisoner’s Dilemma” for game design and (2) the implications for life.

Sooner or later…

Assignment. Your first creative assignment is to write a simple branching narrative with a walk of at least four nodes. There must be at least two branches. (For those keeping track: this means at least three outcomes, but you can write the story such that paths merge past a branch.)

Opportunities

Resources

Podcasts/Channels

There are a lot of podcasts to follow! Some you listen to and some you watch:

Interactive Fiction

Teaching and Learning With Interactive Fiction has a lot of resources, including links to famous interactive fictions. (You can download the entire site as a PDF.) There is also the The Interactive Fiction DatabaseAdventures which list interactive fiction and text adventures.

For those interested in writing, interactive fiction there are a lot options in terms of applications that are available. The three below are both free to use and open source. They also have active development and user communities, which means help, advice, and encouragement are never far away. The apps are listed in order of ease-of-use for a beginner. Both Twine and Inky use a plain text markup language which can actually be written in any text editor: Microsoft Visual Studio Code extensions are available for both twee and ink.

Game Design

Quantification

One of the things you have to do when you create a game is to start building mechanics of play, and those mechanics are almost always quantifications of abilities and skills as inputs and actions as outcomes.

Game Narratives

Procedurally-Generated

The award for TTRPGs is called the Ennies which are given out at GenCon every year.