Difference between revisions of "Game Instance Stories"
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− | [[Spectacular Failure Enjoyment]] is one of the few patterns that specifically can support the creation of [[Game Instance Stories]]. [Game Instance Stories]] can also emerge spontaneously from games as [[Extra-Game Actions]], for example as [[Bragging]] about results. | + | Any game instance can be the starting point for [[Game Instance Stories]] so designing for this pattern relates most to supporting players in wanting to create them, helping them remember or retell them, or increasing the likelihood that game instances will have noteworthy events in them. The last of these is most typically done through designing for [[Exceptional Events]], and [[Spectacular Failure Enjoyment]] is one of the few patterns that specifically can support the creation of [[Game Instance Stories]] through this. [[Speedruns]] is another, since this encourages players to preserve successful game instances and also let other see these. [Game Instance Stories]] can also emerge spontaneously from games as [[Extra-Game Actions]], for example as [[Bragging]] about results. [[Replays]] can help players with the actual recording of [[Game Instance Stories]] while [[Extra-Game Broadcasting]] can help them transmit these stories either during gameplay or after it has been concluded. |
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=== Narration Aspects === | === Narration Aspects === | ||
+ | [[Game Instance Stories]] is a [[:Category:Narration Patterns|Narration Pattern]]. | ||
== Consequences == | == Consequences == |
Revision as of 19:44, 4 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
Any game instance can be the starting point for Game Instance Stories so designing for this pattern relates most to supporting players in wanting to create them, helping them remember or retell them, or increasing the likelihood that game instances will have noteworthy events in them. The last of these is most typically done through designing for Exceptional Events, and Spectacular Failure Enjoyment is one of the few patterns that specifically can support the creation of Game Instance Stories through this. Speedruns is another, since this encourages players to preserve successful game instances and also let other see these. [Game Instance Stories]] can also emerge spontaneously from games as Extra-Game Actions, for example as Bragging about results. Replays can help players with the actual recording of Game Instance Stories while Extra-Game Broadcasting can help them transmit these stories either during gameplay or after it has been concluded.
Narration Aspects
Game Instance Stories is a Narration Pattern.
Consequences
Game Instance Stories are Extra-Game Consequences and can act as foci in Multiplayer Games for feeling Togetherness between the players that were involved in them. When Game Instance Stories are spread to other players, this is an example of Trans-Game Information and can transfer Strategic Knowledge between them.
Relations
Can Instantiate
Extra-Game Consequences, Trans-Game Information
with Multiplayer Games
Can Modulate
Can Be Instantiated By
Bragging, Exceptional Events, Extra-Game Actions, Extra-Game Broadcasting, Replays, 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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