Difference between revisions of "Open Destiny"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
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+ | It may not be clear to players that [[NPCs]] and [[Factions]] have [[Open Destiny|Open Destinies]]. The use of [[Cut Scenes]] that describe what happened after gameplay ended can solve this since the act of telling this can indicate that other endings were possible (this is especially clear if the [[Cut Scenes]] relate to how players solved or failed to solve goals and [[Quests]]). Examples of games which use this include the [[Fallout New Vegas]] in the [[Fallout series]]. | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 12:44, 9 December 2010
The ability of agents to have different narrative arcs between game instances due to the events that took place in the game session.
Contents
Examples
Using the pattern
It may not be clear to players that NPCs and Factions have Open Destinies. The use of Cut Scenes that describe what happened after gameplay ended can solve this since the act of telling this can indicate that other endings were possible (this is especially clear if the Cut Scenes relate to how players solved or failed to solve goals and Quests). Examples of games which use this include the Fallout New Vegas in the Fallout series.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.