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Category Archives: narrative
Tropes and subversion are nothing new. Tropes range from Chekhov’s Gun to the oft-maligned “110%”. It is hard to define exactly what a trope is, but sites like tvtropes.org exist solely to track and explain tropes that exist in all forms of media. And where there are tropes, there are creators and creative minds trying … Continue reading “Subverting Tropes in Video Games” Continue reading
Throughout this course we have gone over the influential nature of literature movements on newer forms of media and how varied—but sometimes similar—themes are evoked through different mediums. Specifically, we have studied the effect of J.R.R. Tolkien’s work on the evolving media landscape. To credit Tolkien and his legendarium, it’s easy to say that his … Continue reading “Same Old, Same Old?” Continue reading
Spoiler alert for Gone Home — Don’t read further if you want to avoid spoilers. Just say the word “western,” and I can immediately visualize a high noon showdown, as if I were hiding behind a barrel on the porch of a saloon. Say “sci-fi,” and now we’re zipping by the stars at light speed … Continue reading “Learning the Ropes about Tropes” Continue reading
What do you value over everything else when it comes to video games? For me it’s story, every time. I don’t care if it’s an old game or if the graphics are just bad, or if the gameplay is a little clunky, or if it’s too long or short of a game. If it has … Continue reading “Tell me a story” Continue reading
Over the break, we were asked to play Gone Home. Unfortunately, due to extenuating circumstances, we were unable to talk about it much in class, which is a shame, since this is one of my favorite games that we have played for the class. One of the things that made me enjoy the game was its … Continue reading “An Unlikely Pair” Continue reading
There are a lot of good reasons to like a character in a narrative, whether it is a novel, movie or even video game. They can be written well with witty dialogue, have upstanding morals, or even can just be attractive. But there are those characters, who, like in Journey, are likable despite not saying anything … Continue reading “Sunk Cost versus Characterization” Continue reading
Even a quick glance at the home page for That Dragon, Cancer reveals the origins of the game. While originally a small-time endeavor, many donations through Kickstarter, a crowd funding website, allowed the game to achieve the style and recognition that we see today. It’s not surprising, then, to see the home page for the game … Continue reading “That Dragon, Cancer, and the Role of Crowd Funding” Continue reading
In class on Thursday, one of the complaints that people had towards That Dragon, Cancer was that it wasn’t really a “game;” instead, it was more of an interactive narrative. They went on to say that, since they were expecting a more gameplay-driven experience, the extreme focus on story and lack of choices that That Dragon, … Continue reading “Walking Simulators and the Importance of Narrative” Continue reading