Difference between revisions of "Environmental Storytelling"
From gdp3
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[[Category:Stub]] | [[Category:Stub]] | ||
''Storytelling that occurs through movement and exploration of an environment.'' | ''Storytelling that occurs through movement and exploration of an environment.'' | ||
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This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
+ | The [[Bioshock series]], as well as [[Fallout 3]], and [[Fallout: New Vegas]] all provide places where things and effects on the environment give hints of what has happened earlier. In many cases there are related things and effects in other places of the game world, and players that find these can piece together possible narratives. | ||
== Using the pattern == | == Using the pattern == | ||
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+ | [[Freedom of Choice]] | ||
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+ | [[Puzzle Solving]] | ||
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+ | [[Levels]] | ||
+ | [[Characters]] | ||
+ | [[Diegetically Outstanding Features]] | ||
+ | [[Game Worlds]] | ||
+ | [[Big Dumb Objects]] | ||
+ | [[Environmental Effects]] | ||
+ | [[Props]] | ||
+ | [[Landmarks]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 17:32, 17 April 2011
Storytelling that occurs through movement and exploration of an environment.
This pattern is a still a stub.
Contents
Examples
The Bioshock series, as well as Fallout 3, and Fallout: New Vegas all provide places where things and effects on the environment give hints of what has happened earlier. In many cases there are related things and effects in other places of the game world, and players that find these can piece together possible narratives.
Using the pattern
Levels Characters Diegetically Outstanding Features Game Worlds Big Dumb Objects Environmental Effects Props Landmarks
Diegetic Aspects
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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