Difference between revisions of "Game Instance Stories"
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Revision as of 13:15, 2 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Note: This pattern doesn't discuss the act of telling stories as part of gameplay, for that see Storytelling.
Contents
Examples
Grand strategy games such as the Crusader Kings and Europa Universalis series have encouraged Game Instance Stories in the form of "after-action reports" present on forums dedicated to the game[1]).
Slaves to Armok II: Dwarf Fortress
Anti-Examples
optional
Using the pattern
Spectacular Failure Enjoyment is one of the few patterns that specifically can support this type of Storytelling. Storytelling can also emerge spontaneously from games as Extra-Game Actions, for example as Bragging about results. In this case, Storytelling passes Trans-Game Information between players including possibly Strategic Knowledge.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Extra-Game Consequences, Togetherness, Trans-Game Information
Can Modulate
Can Be Instantiated By
Bragging, Exceptional Events, Extra-Game Actions, Extra-Game Broadcasting, Gameplay Recording, Spectacular Failure Enjoyment, Speedruns
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
Acknowledgements
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