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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