Kursusansvarlig: Espen Aarseth

 

aarseth AT itu DOT dk

Undervisningsass.: Laust J. Christensen

 

ljc AT itu DOT dk

Treffetid: etter avtale (helst mandager 15-16)

 

Plan for Computerspilteori

 

Tirsdager 12-15 lokaler: 2.51, øvingslokale 3.03 (kl 15.30 – 17.30)

Synopsis-innlevering: 2/5 innen kl 12 på Examenskontoret.

 

Kursus-plan, med forbehold om endringer:

Dato

 tema

 Aktuell litteratur

Øvelser

 10/2

Introduksjon – Spillkultur og spill-definisjoner

 

Lær Neverwinter Nights at kende

17/2

Computerspill som medium, spill vs computerspill

Frasca2

Neverwinter Nights Auroara Toolset tutorial

24/2

Spillgenrer og spill-typologier

Bartle

Neverwinter Nights - hvad kan man lave i det af spiltyper?

2/3

Spill-analyse

Aarseth3

Designdokument til koncept

9/3

Spill og rom

Aarseth2,

Designdokument til koncept

16/3

Spill og fortelling 1

Juul1, Friedman, Tronstad

Konstruktion af koncept

23/3

Spill og fortelling 2

Aarseth1, Juul2, Eskelinen

Konstruktion af koncept

30/3

Design av spill

Falstein, Smith, Bringsjord

Konstruktion af koncept

13/4

Spill og fiksjon

Castronova, Juul3

Konstruktion af koncept

20/4

Spill, etikk og ideologi

Reynolds, Frasca1, Southern

Præsentation af implementation

27/4

Konklusjon: Spill som forskningsfelt

(Gamestudies.org, game-research.com, ludology.org)

Spilanalyse

 

Aktuelle spill

 NeverWinter Nights (leveldesign i NWN)

GTA3:Vice City

RTCW: Enemy Territory (evt også Beach Demo)

 

Eksempel på designdokument

(Chris Taylor) ctaylordesigntemplate.doc

Spillinks

Links til design- og konstruktionsdelen af kurset, øverst er det officielle link, nedenunder linket til filen i mit offentlige katalog.

Neverwinter Nights

Opslagsværk, der dokumenterer scriptsproget i NWN
http://www.nwnlexicon.com/
http://www.itu.dk/~ljc/DCST/NWN_Lexicon_Group1027899441708NWNLexiconchmJanuary20042.zip

Link til guide til at skabe nyt indhold til NWN
http://nwvault.ign.com/Files/other/data/1037585865411.shtml
http://www.itu.dk/~ljc/DCST/Custom%20Content%20v3_0.PDF

Grundindførsel til at lave moduler med Aurora toolsettet
http://nwn.bioware.com/builders/modtutorial.html
http://www.itu.dk/~ljc/DCST/AuroraToolsetTutorial.pdf

 

Hvis du kunne tænke dig Wolfenstein Multiplayer Demo og Enemy Territory derhjemme så prøv følgende links:

Boomtown (du skal være medlem):
Multiplayer (ca. 66 MB): http://download.boomtown.net/da_dk/Spilbare_demoer/3d_action_demo/rtcwdemo915/
Enemy territory (også multiplayer men forskellig fra ovenstående. Ca. 273 MB): http://download.boomtown.net/da_dk/Spilbare_demoer/3d_action_demo/wolf_et_test/

Dailyrush
Enemy territory: http://www.dailyrush.dk/files/modifications/265/

Teoripensum

Aarseth, Espen, “Quest Games as Post-Narrative Discourse” in Marie-Laure Ryan (ed.) Narrative Across Media.  University of Nebraska Press (in Press).

Aarseth, Espen “Allegories of Space:  The question of Spatiality in Computer Games” http://www.hf.uib.no/hi/espen/papers/space/

Aarseth, Espen “Playing Research: Methodological approaches to game analysis” http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf

Bartle, Richard (1996): HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS. http://www.mud.co.uk/richard/hcds.htm

Bringsjord, Selmer: Is It Possible to Build Dramatically Compelling Interactive Digital Entertainment? http://gamestudies.org/0101/bringsjord/

Castronova, Edward (2002): "Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier" http://papers.ssrn.com/sol3/papers.cfm?abstract_id=294828

Eskelinen, Markku:The Gaming Situation http://gamestudies.org/0101/eskelinen/

Falstein, Noah: The Five Stages of Writing for Interactive. 1999. http://www.theinspiracy.com/Ar5Stage.htm

Frasca, Gonzalo: “Ephemeral games: Is it barbaric to design videogames after Auschwitz?” http://www.jacaranda.org/frasca/ephemeralFRASCA.pdf

Frasca, Gonzalo: “SIMULATION 101: Simulation versus Representation” http://www.jacaranda.org/frasca/weblog/articles/sim1/simulation101.html

Friedman, Ted: "Making Sense of Software: Computer Games and Interactive Textuality" http://www.duke.edu/~tlove/simcity.htm

Juul , Jesper: “Time to Play” http://www.jesperjuul.dk/text/timetoplay/

Juul, Jesper: “Games Telling stories? A brief note on games and narratives” http://gamestudies.org/0101/juul-gts/

Juul, Jesper:  “The Game, the Player, the World: Looking for a Heart of Gameness” http://www.jesperjuul.dk/text/gameplayerworld/

Reynolds, Ren: “Playing a "Good" Game: A Philosophical Approach to Understanding the Morality of Games” http://www.igda.org/Endeavors/Articles/rreynolds_intro.htm

Smith, Harvey: “The Future of Game Design” http://www.planetdeusex.com/witchboy/articles/thefuture.shtml

Southern, Matthew: “The Cultural Study of Games: More Than Just Games” http://www.igda.org/articles/msouthern_culture.php

Tronstad, Ragnhild ” Semiotic and Non-Semiotic MUD Performance” http://www.cosignconference.org/cosign2001/papers/Tronstad.pdf