Assignment: Getting Lost in a Movie … Getting Lost in a Videogame

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Ian here—

The following is the assignment description for a three-page comparative gameplay experience reflection that I assigned students at about the halfway point of my course “Comparative Media Poetics: Cinema and Videogames.” The theme of this particular week was “Emotion and Identification,” with an emphasis on the differences in both of these things across cinema and games. Students read a selection from Carol Clover’s Men, Women, and Chain Saws on horror and cross-gender identification, portions of Noël Carroll’s The Philosophy of Horror where he expresses skepticism toward the term “identification” and plots out his own theory of our emotional reactions to film based in then-recent analytical philosophy, and a chapter from Grant Tavinor’s The Art of Videogames in which he adapts this same analytical tradition of theorizing about art and the emotions to videogames.

I also assigned students to read Vivian Sobchack’s essay “Breadcrumbs in the Forest: Three Meditations on Being Lost in Space,” because for this assignment I wanted students to focus on a very specific feeling, and how it is translated across different media: the feeling of being lost. Cinema can present us with stories in which we identify with characters that are lost. But videogames can actually make us lost, and cause us to adopt all of the usual behaviors one turns to when lost. I wanted students to plumb this difference in their gameplay experience reflection.

The two case studies I settled on here were Gus Van Sant’s film Gerry (2002) and The Path (2009), a game by Auriea Harvey and Michaël Samyn, who together make up the Belgian art group/game studio Tale of Tales. I later resurrected this specific comparison in my SAIC first-year seminar course “The Moving and Interactive Image,” where I adapted the assignment description that follows into a lesson plan, using the following questions to animate in-class discussion, rather than form the basis for a paper.

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Lesson Plan: Lying Narration in Cinema and Videogames

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Ian here—

In my 2013 “Comparative Media Poetics: Cinema and Videogames” course, I devoted a week to the genres of mystery and suspense. In this first class of this week, we discussed theory. Students read a portion of David Bordwell’s Narration in the Fiction Film, in which he discusses the concept of communicativeness of narration, and the specific ways communicativeness is clamped down in the detective genre. We also discussed the ways in which mysteries play with time, using the formalist conceits of fabula and syuzhet that Bordwell draws from. This dovetailed with our second reading, Jesper Juul’s 2004 article “Introduction to Game Time,” in which he expresses skepticism that videogames could ever pull off a flashback-based story structure.

The screening for this week included the entirety of Alfred Hitchcock’s Stage Fright (1950), as well as selected chapters of Heavy Rain (Quantic Dream, 2010), which I had students play live, and discuss. We re-convened during the next class session for a discussion on unreliable narration and the relative “fairness” of twists. Readings included Kristin Thompson’s chapter on Stage Fright in Breaking the Glass Armor, and Emily Short’s writings on Heavy Rain. Spoilers on the (potentially unfair) twists of both texts below.

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Lesson Plan: Horror, Paranoia, and Suspense in Cinema and Videogames

siren-blood_curse_screenshot-1Ian here—

The following is a lesson plan that I first used in my “Comparative Media Poetics: Cinema and Videogames” course taught at U Chicago in spring 2013. It didn’t really come into its own, however, until I re-taught some of the same material, with much greater success, in my course “The Moving and Interactive Image” at the School of the Art Institute of Chicago in the fall of 2015. I’m especially indebted to the students in my SAIC course for helping me direct this material into its current form.

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Lesson Plan: Skill, Perception, and Epiphany across Cinema and Videogames

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Ian here—

What follows is a lesson from my 2013 course “Comparative Media Poetics: Cinema and Videogames” at taught U Chicago. On the docket for this week: displays of intelligence and expertise in cinema (from Buster Keaton films to contemporary action cinema), and the ways in which the needs for interactivity force a very different visual style in games than we see in contemporary cinema.

The screening/play-session hybrid that lead up to this class included clips from The General (Buster Keaton with Clyde Bruckman,1926), College (Buster Keaton with James W. Horne, 1927), Casino Royale (Martin Campbell, 2006), and The Bourne Ultimatum (Paul Greengrass, 2007), the latter of which is our primary concern here. It also included students playing portions of Uncharted 3: Drake’s Deception (Naughty Dog, 2011) and Mirror’s Edge (DICE, 2009). Readings for the week included selections from Noël Carroll’s book on Buster Keaton Comedy Incarnate, and a chapter from James Paul Gee’s book Why Video Games Are Good for Your Soul.

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Lesson Plan: The Visual Language of Survival Horror

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Ian here—

What follows is a two-part post, combining lesson plans from two separate days of my course “Comparative Media Poetics: Cinema and Videogames.” The learning objectives for the course centered around three main analytical questions, which animated the course and which students were expected to respond to in their written assignments. When looking at a given text, the course asked: 1) How is this particular film or particular game put together? 2) What effects and functions are engendered by its specific construction? 3) How has the historical development of the medium shaped this construction?

All three of these questions come together in a particularly potent way during this week, where we took a close look at game developers who developed a visual style out of technological necessity, but then paired that style with a genre that worked well with its specific effects. On the agenda: 1990s-era survival horror games.

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Lesson Plan: Point of View, Staging, and Guidance in Cinema & Videogames

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Ian here—

What follows is a two-part post, combining lesson plans from two separate days of my course “Comparative Media Poetics: Cinema and Videogames,” which together formed a week I referred to on the syllabus as “Point of View, Staging, and Guidance.”

There are many different entrance points for a class organized around the relationship between cinema and videogames. Contemporary popular genres are an obvious choice—and one that, in fact, formed the backbone of many weeks of the course. This week, though, I stretched past those boundaries, and crafted a lesson plan that was grounded more in a comparative look at each medium’s history.

The first of these lessons is primarily a lecture, which sets up a course screening/play session. The second lesson is a post-play-session discussion.

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