Difference between revisions of "Thematic Consistency"
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[[Category:Diegetic Patterns]] | [[Category:Diegetic Patterns]] | ||
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''That the characters and objects depicted in a game world are thematically consistent, as is their behavior.'' | ''That the characters and objects depicted in a game world are thematically consistent, as is their behavior.'' | ||
− | This | + | The theme of a game can not only be what makes players initially interested in playing it, but can also help them understand what will be encountered as gameplay elements and challenges. This however requires that the design has a [[Thematic Consistency]]; that is, it complies to conventions and other previously established features recognized as a specific theme. |
=== Examples === | === Examples === | ||
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− | The theme of a game can not only influence how game elements should be presented but also more or less require their presence in some cases. Game elements that can help create [[Thematic Consistency]] but are also restricted in how they can be realized by the theme include [[Alarms]], [[Avatars]], [[Boss Monsters]], [[Clues]] (but not those created as [[Non-Diegetic Features]]), [[Companions]], [[Enemies]], [[Environmental Effects]], [[Game Items]], [[Landmarks]], [[Traces]], and [[Units]]. [[Big Dumb Objects]] and [[Props]] may in contrast be inserted mainly to instantiate [[Thematic Consistency]] given facts related to history or an [[Alternative Realities|Alternative Reality]]. [[Alien Space Bats]] do the same but strain players suspension of disbelief more and when this breaks works against the pattern instead. The theme can motivate several of the ways these can be modulated, e.g. by being [[Destructible Objects]], [[Diegetically Tangible Game Items]], or making use of [[Inventories]] (although the latter can easily work against [[Thematic Consistency]] depending on the physical considerations made in the system). [[Geospatial Game Widgets]] are objects positioned within [[Game Worlds]] that break not only [[Thematic Consistency]] but also [[Diegetic Consistency]] in not being diegetically present in those [[Game Worlds]]. | + | The theme of a game can not only influence how game elements should be presented but also more or less require their presence in some cases. Game elements that can help create [[Thematic Consistency]] but are also restricted in how they can be realized by the theme include [[Alarms]], [[Avatars]], [[Boss Monsters]], [[Clues]] (but not those created as [[Non-Diegetic Features]]), [[Companions]], [[Enemies]], [[Environmental Effects]], [[Game Items]], [[Landmarks]], [[Traces]], and [[Units]]. [[Big Dumb Objects]] and [[Props]] may in contrast be inserted mainly to instantiate [[Thematic Consistency]] given facts related to history or an [[Alternative Realities|Alternative Reality]]. [[Alien Space Bats]] do the same but strain players suspension of disbelief more and when this breaks works against the pattern instead. The theme can motivate several of the ways these can be modulated, e.g. by being [[Destructible Objects]], [[Diegetically Tangible Game Items]], or making use of [[Inventories]] (although the latter can easily work against [[Thematic Consistency]] depending on the physical considerations made in the system). While [[MacGuffins]] are less restricted in their appearance by [[Thematic Consistency]] (in fact, for them to fit some themes they should only be indirectly referred to), their presence can be required by the same theme that specifically does not care about how they are represented. [[Geospatial Game Widgets]] are objects positioned within [[Game Worlds]] that break not only [[Thematic Consistency]] but also [[Diegetic Consistency]] in not being diegetically present in those [[Game Worlds]]. |
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One aspect of [[Thematic Consistency]] is to make the behavior of [[Agents]] believable. This requires some form of [[Enforced Agent Behavior]]. For [[Non-Player Characters]] and other [[Agents]] run either by [[Algorithmic Agents]] or [[Dedicated Game Facilitators]] such as [[Game Masters]] it is easy to enforce the behaviors but trying to capture enough nuances of human behavior can require a host of other patterns, including [[Awareness of Surroundings]], [[Emotional Attachment]], [[Goal-Driven Personal Development]], [[Initiative]], [[Open Destiny]], [[Own Agenda]], [[Sense of Self]], [[Thematically Consistent Dialogues]], and [[Unpredictable Behavior]]. In fact, making [[Characters]] seem to be [[Agents]] and not [[Self-Service Kiosks]] can be an issue for [[Thematic Consistency]]. It can be especially difficult to guarantee that gameplay follows a predefined thematic setup when players engage in [[Roleplaying]] but here [[Game Masters]] can act as moderators. | One aspect of [[Thematic Consistency]] is to make the behavior of [[Agents]] believable. This requires some form of [[Enforced Agent Behavior]]. For [[Non-Player Characters]] and other [[Agents]] run either by [[Algorithmic Agents]] or [[Dedicated Game Facilitators]] such as [[Game Masters]] it is easy to enforce the behaviors but trying to capture enough nuances of human behavior can require a host of other patterns, including [[Awareness of Surroundings]], [[Emotional Attachment]], [[Goal-Driven Personal Development]], [[Initiative]], [[Open Destiny]], [[Own Agenda]], [[Sense of Self]], [[Thematically Consistent Dialogues]], and [[Unpredictable Behavior]]. In fact, making [[Characters]] seem to be [[Agents]] and not [[Self-Service Kiosks]] can be an issue for [[Thematic Consistency]]. It can be especially difficult to guarantee that gameplay follows a predefined thematic setup when players engage in [[Roleplaying]] but here [[Game Masters]] can act as moderators. | ||
+ | [[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]], diegetic [[Private Game Spaces]], and [[Safe Havens]] 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 Realities|Alternative Reality]]. | 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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[[Inventories]], | [[Inventories]], | ||
[[Landmarks]], | [[Landmarks]], | ||
+ | [[MacGuffins]], | ||
[[Non-Player Characters]], | [[Non-Player Characters]], | ||
[[Open Destiny]], | [[Open Destiny]], |
Revision as of 02:31, 8 May 2011
That the characters and objects depicted in a game world are thematically consistent, as is their behavior.
The theme of a game can not only be what makes players initially interested in playing it, but can also help them understand what will be encountered as gameplay elements and challenges. This however requires that the design has a Thematic Consistency; that is, it complies to conventions and other previously established features recognized as a specific theme.
Contents
Examples
Using the pattern
A primary design choice that affects Thematic Consistency is what diegetic theme the game has, and this not only affects how things should be presented in games but also how they should behave. 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. Another issue is to what level of detail the theme should be implemented and this can make it impossible to satisfy all players that a game has Thematic Consistency - having believable behaviors from Non-Player Characters, or Player Characters for that fact, is one area where expectations can vary wildly between players. For Self-Facilitated Games it is impossible to guarantee Thematic Consistency since players can add their own descriptions, but they can be encouraged by being provided with a thematically consistent set of game content to begin with.
Quick Travel
Late Arriving Players
Actions Have Diegetically Social Consequences
Warp Zones
Mules
Tools
Crafting
Abstract Player Constructs
Territories
Character Development
The theme of a game can not only influence how game elements should be presented but also more or less require their presence in some cases. Game elements that can help create Thematic Consistency but are also restricted in how they can be realized by the theme include Alarms, Avatars, Boss Monsters, Clues (but not those created as Non-Diegetic Features), Companions, Enemies, Environmental Effects, Game Items, Landmarks, Traces, and Units. Big Dumb Objects and Props may in contrast be inserted mainly to instantiate Thematic Consistency given facts related to history or an Alternative Reality. Alien Space Bats do the same but strain players suspension of disbelief more and when this breaks works against the pattern instead. The theme can motivate several of the ways these can be modulated, e.g. by being Destructible Objects, Diegetically Tangible Game Items, or making use of Inventories (although the latter can easily work against Thematic Consistency depending on the physical considerations made in the system). While MacGuffins are less restricted in their appearance by Thematic Consistency (in fact, for them to fit some themes they should only be indirectly referred to), their presence can be required by the same theme that specifically does not care about how they are represented. Geospatial Game Widgets are objects positioned within Game Worlds that break not only Thematic Consistency but also Diegetic Consistency in not being diegetically present in those Game Worlds.
One aspect of Thematic Consistency is to make the behavior of Agents believable. This requires some form of Enforced Agent Behavior. For Non-Player Characters and other Agents run either by Algorithmic Agents or Dedicated Game Facilitators such as Game Masters it is easy to enforce the behaviors but trying to capture enough nuances of human behavior can require a host of other patterns, including Awareness of Surroundings, Emotional Attachment, Goal-Driven Personal Development, Initiative, Open Destiny, Own Agenda, Sense of Self, Thematically Consistent Dialogues, and Unpredictable Behavior. In fact, making Characters seem to be Agents and not Self-Service Kiosks can be an issue for Thematic Consistency. It can be especially difficult to guarantee that gameplay follows a predefined thematic setup when players engage in Roleplaying but here Game Masters can act as moderators.
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, diegetic Private Game Spaces, and Safe Havens 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
HUD Interfaces are interesting in relation to Thematic Consistency in that they can either be made to fit them given the right theme or be considered to be outside the presentation of the Game Worlds.
Narrative Aspects
Consequences
The prime reason why Thematic Consistency may be striven for in games is to help players have Predictable Consequences as well as Emotional Engrossment.
Relations
Can Instantiate
Emotional Engrossment, Predictable Consequences
Can Modulate
Agents, Alarms, Algorithmic Agents, Avatars, Boss Monsters, Clues, Companions, Enemies, Environmental Effects, Game Items, Landmarks, Traces, Units
Can Be Instantiated By
Alarms, Alien Space Bats, Avatars, Awareness of Surroundings, Big Dumb Objects, Boss Monsters, Characters, Clues, Companions, Dedicated Game Facilitators, Destructible Objects, Diegetic Consistency, Diegetically Tangible Game Items, Emotional Attachment, Enemies, Enforced Agent Behavior, Environmental Effects, Game Items, Game Masters, Goal-Driven Personal Development, HUD Interfaces, Initiative, Inventories, Landmarks, MacGuffins, Non-Player Characters, Open Destiny, Own Agenda, Props, Sense of Self, Thematically Consistent Dialogues, Traces, Units, Unpredictable Behavior
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Alien Space Bats, Geospatial Game Widgets, Inaccessible Areas, Inventories, Invisible Walls, Non-Diegetic Features, Private Game Spaces, Roleplaying, Safe Havens, Self-Facilitated Games
Events Timed to the Real World if Alternative Realities is also used
History
New pattern created in this wiki.
References
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