I'm currently taking an education technology class, and our semester project is showing an example of a specific technology being implemented in our chosen field
My major is English, so I thought that something that would be interesting, both to read and investigate further, is whether a student could create a story with certain guidelines(specific themes, character arcs, etc) via the creation tools of a videogame.
This is all hypothetical- I don't actually have to show the software or actually implement it. My understanding is that I just need to think up of a 'focus question', in this case, whether say, Neverwinter Nights can be used in the classroom to allow a student to learn how to draft an interactive story first hand.
My only issue is that I know almost NOTHING about Neverwinter's Night. I know it has a creation toolset, but my question is if that is enough to allow a student to create a storyline, or is the toolset more geared towards making levels and dungeons.
Are there any good websites that I can visit that will give me more info on this?
Posts
Have a look specifically at the Builder and Scripting forums. Also, visit the Neverwinter Vault for the definitive collection of modules available for download. Everything created with the NWN Toolset is 100% free, but it requires the game to be able to use them, or use the toolset at all. http://nwvault.ign.com/
It's worth noting that this is a 95% dead platform for building a game,even though it's been extended a remarkable amount since its release. The upcoming Creation Kit for Skyrim will almost certainly be a better tool.
http://russfrancis99.wordpress.com/the-predicament-of-the-learner/revolution/
The students using Revolution made Machinima videos depicting life in colonial Virginia, conversing interactively with residents at the time, and experiencing simulations of things happening at the time (including warfare). They made some video diaries of their experience:
http://www.educationarcade.org/node/94
NWN can easily be used as a framework to tell interactive stories, given time and experience with the engine. One of its unique facets is the DM client, which is a "souped up" player client that allows the DM to teleport other players, create objects, and manipulate the environment in an invisible manner. This can allow teachers to interact with students without breaking the facade of the module being used.
Another project using NWN at the college level is Rhetorical Peaks:
http://www.dwrl.utexas.edu/students/rhetorical-peaks
From their website:
"Welcome to Rhetorical Peaks, an interactive video game for rhetoric and writing instruction.
When students stumble upon the town of Rhetorical Peaks, they find themselves confronted with the mysterious death of Lisa Sophist, the best speaker in a town dedicated to rhetoric. Winning the game won't be easy—is it a matter of identifying the killer or helping the town to recover from this tragedy? Can any of us ever definitively win in the game of rhetoric, or do we just keep on playing?
This site is intended both to help instructors incorporate Rhetorical Peaks into their classes and to document the development of the game. Using the links below, you can find everything you need to know about the game and how to use it. Your questions and feedback are welcomed and encouraged and can be directed to Stephanie Stickney, the DWRL’s Program Coordinator."
"This section offers a number of resources for incorporating Rhetorical Peaks into your class. It is worth noting up front that this game does not function as most games do. It does not contain an ending or a win state. Instead, it puts players in the middle of a complicated situation and asks them to make sense of it. How students make sense of this situation is largely up to you and your pedagogical goals. Regardless of your goals, it will be necessary to offer your students additional instructions to help guide them through the playing experience."