Difference between revisions of "Predetermined Story Structures"
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[[Narration Structures]] | [[Narration Structures]] | ||
[[Unwinnable Games]] | [[Unwinnable Games]] | ||
− | |||
[[Tension]] | [[Tension]] | ||
[[Luck]] | [[Luck]] | ||
− | |||
[[Dedicated Game Facilitators]] | [[Dedicated Game Facilitators]] | ||
[[Levels]] | [[Levels]] | ||
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[[Summary Updates]] | [[Summary Updates]] | ||
[[Unwinnable Games]] | [[Unwinnable Games]] | ||
− | |||
[[Tension]] | [[Tension]] | ||
[[Luck]] | [[Luck]] | ||
− | |||
[[Dedicated Game Facilitators]] | [[Dedicated Game Facilitators]] | ||
[[Levels]] | [[Levels]] | ||
− | |||
[[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
Can Be Instantiated By
Can Be Modulated By
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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