Difference between revisions of "Predetermined Story Structures"
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[[Invulnerabilities]] | [[Invulnerabilities]] | ||
[[Conditional Passageways]] | [[Conditional Passageways]] | ||
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[[Puzzle Solving]], | [[Puzzle Solving]], | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== 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.
Contents
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
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
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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
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