Difference between revisions of "Predetermined Story Structures"

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(Relations)
Line 66: Line 66:
 
[[Invulnerabilities]]
 
[[Invulnerabilities]]
 
[[Conditional Passageways]]
 
[[Conditional Passageways]]
[[Helpers]],
 
[[Replays]],
 
[[Procedurally Generated Game Worlds]]
 
[[Persistent Game World Changes]]
 
 
[[Puzzle Solving]],  
 
[[Puzzle Solving]],  
[[Red Herrings]],
 
[[Traverse]],
 
[[Loading Hints]],
 
[[Quick Time Events]],
 
[[Scenes]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 86: Line 77:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Levels]]
+
[[Helpers]],
 +
[[Levels]],
 +
[[Persistent Game World Changes]],
 +
[[Scenes]],
 +
[[Traverse]],
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Feigned Die Rolls]],  
 
[[Feigned Die Rolls]],  
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 +
[[Helpers]],
 +
[[Loading Hints]],
 +
[[Quick Time Events]],
 +
[[Red Herrings]],
 
[[Summary Updates]]
 
[[Summary Updates]]
  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 +
[[Procedurally Generated Game Worlds]],
 
[[Unwinnable Games]]
 
[[Unwinnable Games]]
  

Revision as of 09:23, 8 July 2014


Narration Structures of a game that exist before game instances begin.

This pattern is a still a stub.

Examples

http://en.wikipedia.org/wiki/Gamebook

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Companions Character Defining Actions Detective Structures Factions Melodramatic Structures Information Passing Cutscenes Renamed Patterns Game Worlds Ephemeral Goals Self-Facilitated Games Game Masters Persistent Game Worlds MacGuffins Alien Space Bats Big Dumb Objects Quests Character Development Traps, Inaccessible Areas Switches, Controllers Clues, Boss Monsters Thematic Consistency Temporal Consistency Player Characters Predictable Consequences Privileged Movement One-Way Travel Scripted Information Sequences Gain Competence New Abilities Sidequests, Main Quests, Permadeath, Player Elimination Spawning, Invulnerabilities Conditional Passageways Puzzle Solving,

Can Instantiate

Luck, Tension

Can Modulate

Characters, Freedom of Choice,

Can Be Instantiated By

Helpers, Levels, Persistent Game World Changes, Scenes, Traverse,

Can Be Modulated By

Dedicated Game Facilitators, Feigned Die Rolls, Freedom of Choice, Helpers, Loading Hints, Quick Time Events, Red Herrings, Summary Updates

Possible Closure Effects

-

Potentially Conflicting With

Freedom of Choice, Procedurally Generated Game Worlds, Unwinnable Games

Death Consequences when these can apply to Characters important to the narrative

History

New pattern created in this wiki.

References

-