Difference between revisions of "Narration Structures"
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=== Examples === | === Examples === | ||
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+ | Records of game instances of [[Chess]] can be seen as [[Narration Structures]] but this may be even more apparent when the chess pieces are presented as characters. "Through the Looking-Glass"<ref name="alice"/> by Lewis Carroll is an example of this although some artistic freedom is taken in the alternation of players moving. | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== |
Revision as of 09:52, 29 July 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub. Until then, Predetermined Story Structures provides many aspects relevant to Narration Structures in general.
NOTE: Many of the patterns linking to this should be re-linked to Predetermined Story Structures.
Contents
Examples
Records of game instances of Chess can be seen as Narration Structures but this may be even more apparent when the chess pieces are presented as characters. "Through the Looking-Glass"[1] by Lewis Carroll is an example of this although some artistic freedom is taken in the alternation of players moving.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Narration Structures is a Narration Pattern.
Consequences
Relations
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An revised version of the pattern Narrative Structures that was part of the original collection in the book Patterns in Game Design[2]. Large aspects of it has been refactored to be part of Predetermined Story Structures.
References
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedalice
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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