Difference between revisions of "Props"
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[[Category:Level Design Patterns]] | [[Category:Level Design Patterns]] | ||
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− | ''Diegetic | + | ''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 === | === 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 == | == 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 Aspects === | ||
+ | [[Diegetic Consistency]] | ||
+ | |||
+ | 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.
Contents
Examples
Trees
the Elder Scrolls series the Dragon Age series
Buildings
Backgrounds in e.g. the Quake series, the Halo series
Using the pattern
Game Worlds Levels Narration Structures Environmental Storytelling
Diegetically Outstanding Features
Diegetic Aspects
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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