Difference between revisions of "Predetermined Story Structures"

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[[Narration Structures]]
 
[[Narration Structures]]
 
[[Unwinnable Games]]
 
[[Unwinnable Games]]
[[Randomness]]
 
 
[[Tension]]
 
[[Tension]]
 
[[Luck]]
 
[[Luck]]
[[Replayability]]
 
 
[[Dedicated Game Facilitators]]
 
[[Dedicated Game Facilitators]]
 
[[Levels]]
 
[[Levels]]
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[[Summary Updates]]
 
[[Summary Updates]]
 
[[Unwinnable Games]]
 
[[Unwinnable Games]]
[[Randomness]]
 
 
[[Tension]]
 
[[Tension]]
 
[[Luck]]
 
[[Luck]]
[[Replayability]]
 
 
[[Dedicated Game Facilitators]]
 
[[Dedicated Game Facilitators]]
 
[[Levels]]
 
[[Levels]]
[[Characters]]
 
 
[[Freedom of Choice]]
 
[[Freedom of Choice]]
 
[[Companions]]
 
[[Companions]]
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=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Characters]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Death Consequences]] when these can apply to [[Characters]] important to the narrative
  
 
== History ==
 
== History ==

Revision as of 09:14, 8 July 2014


Narration Structures of a game that exist before game instances begin.

This pattern is a still a stub.

Examples

http://en.wikipedia.org/wiki/Gamebook

Summary Updates Narration Structures Unwinnable Games Tension Luck Dedicated Game Facilitators Levels Characters Freedom of Choice Companions Character Defining Actions Detective Structures Factions Melodramatic Structures Information Passing Cutscenes Renamed Patterns Game Worlds Ephemeral Goals Self-Facilitated Games Game Masters Persistent Game Worlds MacGuffins Alien Space Bats Big Dumb Objects Quests Character Development Traps Inaccessible Areas Switches Controllers Clues Boss Monsters Thematic Consistency Temporal Consistency Player Characters Predictable Consequences Privileged Movement One-Way Travel Scripted Information Sequences Gain Competence New Abilities Sidequests Main Quests Permadeath Player Elimination Spawning Invulnerabilities Conditional Passageways Helpers Replays Procedurally Generated Game Worlds Persistent Game World Changes Puzzle Solving Red Herrings Traverse Loading Hints Feigned Die Rolls Quick Time Events Scenes

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Summary Updates Unwinnable Games Tension Luck Dedicated Game Facilitators Levels Freedom of Choice Companions Character Defining Actions Detective Structures Factions Melodramatic Structures Information Passing Cutscenes Renamed Patterns Game Worlds Ephemeral Goals Self-Facilitated Games Game Masters Persistent Game Worlds MacGuffins Alien Space Bats Big Dumb Objects Quests Character Development Traps Inaccessible Areas Switches Controllers Clues Boss Monsters Thematic Consistency Temporal Consistency Player Characters Predictable Consequences Privileged Movement One-Way Travel Scripted Information Sequences Gain Competence New Abilities Sidequests Main Quests Permadeath Player Elimination Spawning Invulnerabilities Conditional Passageways Helpers Replays Procedurally Generated Game Worlds Persistent Game World Changes Puzzle Solving Red Herrings Traverse Loading Hints Feigned Die Rolls Quick Time Events Scenes

Can Instantiate

with ...

Can Modulate

Characters

Can Be Instantiated By

Can Be Modulated By

Feigned Die Rolls

Possible Closure Effects

Potentially Conflicting With

Death Consequences when these can apply to Characters important to the narrative

History

New pattern created in this wiki.

References

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