Difference between revisions of "Environmental Storytelling"
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== Using the pattern == | == Using the pattern == | ||
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[[Characters]] | [[Characters]] | ||
[[Diegetically Outstanding Features]] | [[Diegetically Outstanding Features]] | ||
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[[Big Dumb Objects]] | [[Big Dumb Objects]] | ||
[[Environmental Effects]] | [[Environmental Effects]] | ||
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== Consequences == | == Consequences == | ||
+ | [[Environmental Storytelling]] is a way for games to have [[Narration Structures]] integrated into [[Levels]] and [[Game Worlds]]. | ||
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+ | [[Puzzle Solving]] | ||
+ | [[Freedom of Choice]] | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Freedom of Choice]], | |
− | + | [[Narration Structures]], | |
+ | [[Puzzle Solving]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Game Worlds]], | ||
+ | [[Levels]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 17:34, 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
Characters Diegetically Outstanding Features Big Dumb Objects Environmental Effects Props Landmarks
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Environmental Storytelling is a way for games to have Narration Structures integrated into Levels and Game Worlds.
Puzzle Solving Freedom of Choice
Relations
Can Instantiate
Freedom of Choice, Narration Structures, Puzzle Solving
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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