Difference between revisions of "Exceptional Events"

From gdp3
Jump to: navigation, search
(Consequences)
(Using the pattern)
Line 21: Line 21:
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
The main issue with designing for [[Exceptional Events]] in a game is rather obviously to choose what uncommon or rare events, and actions that can cause those events, should be possible in the game.
 +
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Betrayal]],  
 
[[Betrayal]],  
Line 41: Line 43:
  
 
=== Narration Aspects ===
 
=== Narration Aspects ===
 +
Since [[Exceptional Events]] may be memorable and be the starting point for [[Game Instance Stories]], it can be considered a [[:Category:Narration Patterns|Narration Pattern]].
  
 
== Consequences ==
 
== Consequences ==

Revision as of 12:07, 3 January 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

events that very rarely occur and do so unpredictably, fumbles and rare effect of these, open ended die rolls, etc.

Examples

Anti-Examples

optional

Using the pattern

The main issue with designing for Exceptional Events in a game is rather obviously to choose what uncommon or rare events, and actions that can cause those events, should be possible in the game.

Can Be Instantiated By

Betrayal, Character Defining Actions, Critical Failures, Critical Hits, Critical Misses, Critical Successes, Critical Results, Irreversible Events, Luck, Open-Ended Die Rolls, Randomness, Spectacular Failure Enjoyment, Surprises

Diegetic Aspects

Interface Aspects

Narration Aspects

Since Exceptional Events may be memorable and be the starting point for Game Instance Stories, it can be considered a Narration Pattern.

Consequences

Exceptional Events provide potential starting points for Game Instance Stories, and can in themselves or through the stories people create about them cause Emotional Engrossment. Since they are by definition uncommon and thereby unexpected, the possibility of having Exceptional Events in a game lessens the Predictable Consequences of that game.

Relations

Can Instantiate

Emotional Engrossment, Game Instance Stories

Can Modulate

-

Can Be Instantiated By

Betrayal, Character Defining Actions, Critical Failures, Critical Hits, Critical Misses, Critical Successes, Critical Results, Irreversible Events, Luck, Open-Ended Die Rolls, Randomness, Spectacular Failure Enjoyment, Surprises

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Predictable Consequences

History

New pattern created in this wiki.

References

-

Acknowledgements

-