Difference between revisions of "Predetermined Story Structures"
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== Relations == | == Relations == | ||
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[[Companions]] | [[Companions]] | ||
[[Character Defining Actions]] | [[Character Defining Actions]] |
Revision as of 09:43, 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
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
-- existing patterns to find relations from --- 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 Thematic Consistency
Can Instantiate
Luck, Predictable Consequences, Tension
with Clues
Gain Information, Gain Ownership
Can Modulate
Boss Monsters, Characters, Freedom of Choice, Gain Competence, Player Characters
Can Be Instantiated By
Conditional Passageways, Controllers Helpers, Levels, Main Quests, One-Way Travel, Persistent Game World Changes, Scenes, Scripted Information Sequences, Sidequests, Traverse,
Clues together with Thematic Consistency Invulnerabilities together with NPCs
Can Be Modulated By
Dedicated Game Facilitators, Feigned Die Rolls, Freedom of Choice, Helpers, Loading Hints, New Abilities, Quick Time Events, Red Herrings, Spawning, Summary Updates, Switches, Temporal Consistency
Possible Closure Effects
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Potentially Conflicting With
Freedom of Choice, Player Elimination, Procedurally Generated Game Worlds, Unwinnable Games
Death Consequences when these can apply to Characters important to the narrative
History
New pattern created in this wiki.
References
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