Difference between revisions of "Scenes"
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==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
− | [[Dwarf Fortress]] and [[Minecraft]] are examples of games with [[Open Worlds]] and no [[Cutscenes]]. | + | [[Slaves to Armok II: Dwarf Fortress]] and [[Minecraft]] are examples of games with [[Open Worlds]] and no [[Cutscenes]]. |
== Using the pattern == | == Using the pattern == |
Revision as of 13:45, 30 June 2014
An in time and space localized gameplay period.
Some games divide gameplay into several different sequences differentiate by where and when they take place in the game world. Such individual sequences are Scenes.
Contents
Examples
Scenes are a game concept is primarily used in Tabletop Roleplaying Games, and is explicitly discussed in Toon and Vampire: The Masquerade. The latter defines Scenes as “one compact period of time in one location”[1]. Fiasco and Universalis are examples of more modern Roleplaying Games which explores alternative power structures by letting players, rather than game masters, create Scenes
Since Levels create rigidly-confined Scenes, many Computer Games exhibits the pattern also. Adventure Games are among those that most often make use of Levels for narrative purposes, with Grim Fandango and the Walking Dead seriesas examples of how Scenes unlock the narration as gameplay challenges are overcome. Fahrenheit shows a more complex use of Scenes in that it shifts which character the player controls between each of them.
The Assassin's Creed series is an example of how Action Games can make use of Scenes to construct more complex narratives. Here, the main historical gameplay is framed by Scenes of focused on the modern day character Desmond Miles. Another example of use of Scenes in the series is from the second game, where players briefly get to play Altaïr from the first game as to get knowledge about how Altaïr's bloodline continued.
Anti-Examples
Slaves to Armok II: Dwarf Fortress and Minecraft are examples of games with Open Worlds and no Cutscenes.
Using the pattern
A first option when considering the use of Scenes is it they should be Levels. This subpattern of Scenes put emphasis on defining all diegetic elements and gameplay actions while not using it allows a focus on Narration Structures.
Cutscenes are Scenes in which players cannot affect what happens.
Diegetic Aspects
Scenes that are not created through Levels allow details about the Game Worlds to be decided or created only when they need to be. This can be used to have both Game Element Insertion and Reconfigurable Game Worlds and opens up for Storytelling. Fiasco and Universalis shows how this can be used to provide players with Creative Control.
Narrative Aspects
Scenes allows designers great control over Narration Structures. This can for example be used to have Predetermined Story Structures (and thereby prevent Open Destinies) and guarantee breaks in Temporal Consistency (as for example the Assassin's Creed series does). They also allow special focus to be placed on individual Characters, and Melodramatic Structures when this is not only done for narrative purposes but also change which Characters can act.
They use of Scenes can also guarantee that players are exposed to Boss Monsters or Environmental Storytelling.
Consequences
Scenes are one way of presenting Game Worlds to players. By limiting the area in these where gameplay can occur, Scenes typically limit or make Movement irrelevant.
Relations
Can Instantiate
Game Element Insertion, Game Worlds, Melodramatic Structures, Narration Structures, Predetermined Story Structures, Reconfigurable Game Worlds
Can Modulate
Boss Monsters, Characters, Environmental Storytelling, Movement, Storytelling
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Movement, Open Destiny, Temporal Consistency
History
New pattern created in this wiki.
References
- ↑ Mark Rein·Hagen (1991). Vampire - The Masquerade, page 31. White Wolf.
Acknowledgements
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