Difference between revisions of "Props"

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[[Category:Level Design Patterns]]
 
[[Category:Level Design Patterns]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''Diegetic elemnts of game worlds that have no gameplay related to them.''
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''Diegetic elements of game worlds that have no gameplay related to them.''
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Games with [[Game Worlds]] rarely can let players interact in all conceivably possible ways with all objects they logically should contain, both for production reasons and for wanting to focus the gameplay towards certain activities. To still let the objects be present, this can be solved by having [[Props]], objects that either cannot be interacted with or only has non-vital information connected to them.
  
 
=== Examples ===
 
=== Examples ===
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Trees
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the [[Elder Scrolls series]]
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the [[Dragon Age series]]
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Buildings
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Backgrounds in e.g. the [[Quake series]], the [[Halo series]]
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[[Minecraft]]
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[[Crysis]]
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== Using the pattern ==
 
== Using the pattern ==
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[[Traces]]
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[[Clues]]
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[[Geospatial Game Widgets]]
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[[Exploration]]
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[[Red Herrings]]
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[[Big Dumb Objects]]
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[[Obstacles]]
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[[Invisible Walls]]
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[[Game Worlds]]
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[[Levels]]
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[[Narration Structures]]
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[[Environmental Storytelling]]
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[[Cutscenes]]
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[[MacGuffins]]
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[[Diegetically Outstanding Features]]
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[[Landmarks]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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[[Diegetic Consistency]]
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Jonas' avhandling
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===

Revision as of 13:42, 4 April 2011

Diegetic elements of game worlds that have no gameplay related to them.

Games with Game Worlds rarely can let players interact in all conceivably possible ways with all objects they logically should contain, both for production reasons and for wanting to focus the gameplay towards certain activities. To still let the objects be present, this can be solved by having Props, objects that either cannot be interacted with or only has non-vital information connected to them.

Examples

Trees

the Elder Scrolls series the Dragon Age series

Buildings


Backgrounds in e.g. the Quake series, the Halo series

Minecraft Crysis


Using the pattern

Traces Clues

Geospatial Game Widgets

Exploration

Red Herrings

Big Dumb Objects

Obstacles

Invisible Walls

Game Worlds Levels Narration Structures Environmental Storytelling

Cutscenes

MacGuffins

Diegetically Outstanding Features

Landmarks

Diegetic Aspects

Diegetic Consistency

Jonas' avhandling

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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