Difference between revisions of "Replays"
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=== Examples === | === Examples === | ||
+ | Regardless of if they are supported by the game designs themselves, players can usually create [[Replays]]. Screen recording programs running simultaneously as games can do this on computers while it can be done for nearly all types of with the use of regular video cameras. One exception is games providing 3D projections since these are difficult to capture correctly and another one is [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] since video recording equipment is usually not consistent with the diegesis nor easy to hide. | ||
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+ | Examples of games that have built-in systems to create [[Replays]] include | ||
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+ | [[America's Army]] | ||
+ | [[Battlefield 2]] and later installments of the [[Battlefield series]]. These [Replays]] can take much less space than other [[Replays]] since they only need to contain the game state updates; the downside to this is that they need game engines to play or export the [[Replays]] later. | ||
== Using the pattern == | == Using the pattern == |
Revision as of 07:44, 8 August 2011
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This pattern is a still a stub.
Contents
Examples
Regardless of if they are supported by the game designs themselves, players can usually create Replays. Screen recording programs running simultaneously as games can do this on computers while it can be done for nearly all types of with the use of regular video cameras. One exception is games providing 3D projections since these are difficult to capture correctly and another one is Live Action Roleplaying Games since video recording equipment is usually not consistent with the diegesis nor easy to hide.
Examples of games that have built-in systems to create Replays include
America's Army Battlefield 2 and later installments of the Battlefield series. These [Replays]] can take much less space than other Replays since they only need to contain the game state updates; the downside to this is that they need game engines to play or export the Replays later.
Using the pattern
They do need Dedicated Game Facilitators, not only to generate the actual footage but also to store it and play it later.
Diegetic Aspects
Interface Aspects
Even if starting and stopping the recordings of Replays are Extra-Game Actions, the interface for doing so is typically accessible through key presses rather than Secondary Interface Screens. This is to not distract players from the often challenging gameplay they wish to save for posterity.
Narrative Aspects
Replays let players record gameplay sequences which can become narratives of their own gameplay experience or the narratives contained within the Predetermined Story Structures of games (or both). They can support Player-Generated Narratives even if games have Predetermined Story Structures since players can manipulate the footage in post-production through cutting, voice-overs, special effects, etc.
Consequences
Can Instantiate
AI Players, Bragging, Extra-Game Actions, Extra-Game Consequences, Freedom of Choice, Gameplay Statistics, Game-Induced Player Social Status, Ghosts, Meta Games, Speed Runs
with Single-Player Games
Can Modulate
Single-Player Games, Speed Runs
Relations
Can Instantiate
AI Players, Bragging, Extra-Game Actions, Extra-Game Consequences, Freedom of Choice, Gameplay Statistics, Game-Induced Player Social Status, Ghosts, Meta Games, Player-Generated Narratives, Spectators, Speed Runs
with Single-Player Games
Can Modulate
Single-Player Games, Speed Runs
Can Be Instantiated By
Dedicated Game Facilitators, Killcams
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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