Difference between revisions of "Thematic Consistency"

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== Using the pattern ==
 
== Using the pattern ==
[[Diegetic Consistency]]
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A primary design choice that affects [[Thematic Consistency]] is what diegetic theme the game has. For games that do not strive to be (initially) historical, this means that the pattern is modulated by [[Alternative Realities]]. Examples of games that avoid [[Alternative Realities]] are [[:Category:Wargames|Wargames]], both such as [[Advanced Squad Leader]] and [[Rommel in the Desert]] that focus upon squads or smaller units and grand strategy games such as [[Diplomacy]] and the [[Hearts of Iron series]].
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[[MacGuffins]]
 
[[MacGuffins]]
 
[[Quests]]
 
[[Quests]]
[[Inaccessible Areas]]
 
 
[[Clues]]
 
[[Clues]]
 
[[Boss Monsters]]
 
[[Boss Monsters]]
[[Invisible Walls]]
 
 
[[Traces]]
 
[[Traces]]
  
With making [[Events Timed to the Real World]] can ensure [[Temporal Consistency]], the common use of this pattern to link real world holidays and special events to a game is quite likely to break its [[Thematic Consistency]].
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[[Diegetic Consistency]] is closely related to [[Thematic Consistency]] since having [[Non-Diegetic Features]] or otherwise breaking the [[Diegetic Consistency]] also breaks the [[Thematic Consistency]] since these cannot fit diegetic themes. [[Invisible Walls]] are interesting game elements in relation to this since they often do not conflict with [[Diegetic Consistency]] since they are invisible but can break [[Thematic Consistency]] if noticed. Likewise, [[Inaccessible Areas]] do not need to break [[Diegetic Consistency]] but if there does not exist good thematic explanations why they cannot be reached they break [[Thematic Consistency]].
  
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While making [[Events Timed to the Real World]] can ensure [[Temporal Consistency]], the common use of this pattern to link real world holidays and special events to a game is quite likely to break its [[Thematic Consistency]] if the game depicts an [[Alternative Realities|Alternative Reality]].
  
  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Diegetic Consistency]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Alternative Realities]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Events Timed to the Real World]]
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[[Inaccessible Areas]],
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[[Invisible Walls]],
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[[Non-Diegetic Features]]
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[[Events Timed to the Real World]] if [[Alternative Realities]] is also used
  
 
== History ==
 
== History ==

Revision as of 23:35, 7 May 2011

That the characters and objects depicted in a game world are thematically consistent, as is their behavior.

This pattern is a still a stub.

Examples

Using the pattern

A primary design choice that affects Thematic Consistency is what diegetic theme the game has. For games that do not strive to be (initially) historical, this means that the pattern is modulated by Alternative Realities. Examples of games that avoid Alternative Realities are Wargames, both such as Advanced Squad Leader and Rommel in the Desert that focus upon squads or smaller units and grand strategy games such as Diplomacy and the Hearts of Iron series.

MacGuffins Quests Clues Boss Monsters Traces

Diegetic Consistency is closely related to Thematic Consistency since having Non-Diegetic Features or otherwise breaking the Diegetic Consistency also breaks the Thematic Consistency since these cannot fit diegetic themes. Invisible Walls are interesting game elements in relation to this since they often do not conflict with Diegetic Consistency since they are invisible but can break Thematic Consistency if noticed. Likewise, Inaccessible Areas do not need to break Diegetic Consistency but if there does not exist good thematic explanations why they cannot be reached they break Thematic Consistency.

While making Events Timed to the Real World can ensure Temporal Consistency, the common use of this pattern to link real world holidays and special events to a game is quite likely to break its Thematic Consistency if the game depicts an Alternative Reality.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Diegetic Consistency

Can Be Modulated By

Alternative Realities

Possible Closure Effects

Potentially Conflicting With

Inaccessible Areas, Invisible Walls, Non-Diegetic Features

Events Timed to the Real World if Alternative Realities is also used

History

New pattern created in this wiki.

References

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