Difference between revisions of "Persistent Game World Changes"

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This pattern is a still a stub.
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Although many games let players affect the game worlds in which gameplay takes place, this may not affect the worlds significantly. This may be because one is only manipulating specific elements with in it, that the effects disappear after a while, or that things reset to let other players have the possibility of experiencing the same gameplay. When instead player actions leave lasting effects in game worlds beyond those related only to their own gameplay statistics, this shows that games support [[Persistent Game World Changes]].
 
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changes that don't just go away and don't involve manipulating game items
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=== Examples ===
 
=== Examples ===
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[[Minecraft]]
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[[Slaves to Armok II: Dwarf Fortress]]
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[[Dungeons & Dragons]]
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[[World of Darkness]]
  
 
== Using the pattern ==
 
== Using the pattern ==
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changes that don't just go away and don't involve manipulating game items
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Relations ==
 
== Relations ==
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[[Destructible Objects]]
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[[Switches]]
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[[Instances]]
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[[Construction]]
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[[Irreversible Events]]
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[[Non-Player Characters]]
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[[Persistent Game Worlds]]
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[[Reconfigurable Game Worlds]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 12:33, 4 September 2011

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Although many games let players affect the game worlds in which gameplay takes place, this may not affect the worlds significantly. This may be because one is only manipulating specific elements with in it, that the effects disappear after a while, or that things reset to let other players have the possibility of experiencing the same gameplay. When instead player actions leave lasting effects in game worlds beyond those related only to their own gameplay statistics, this shows that games support Persistent Game World Changes.

Examples

Minecraft

Slaves to Armok II: Dwarf Fortress

Dungeons & Dragons World of Darkness

Using the pattern

changes that don't just go away and don't involve manipulating game items


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Destructible Objects Switches

Instances Construction


Irreversible Events Non-Player Characters Persistent Game Worlds Reconfigurable Game Worlds

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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