Difference between revisions of "Exceptional Events"
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== Using the pattern == | == Using the pattern == | ||
+ | The main issue with designing for [[Exceptional Events]] in a game is rather obviously to choose what uncommon or rare events, and actions that can cause those events, should be possible in the game. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Betrayal]], | [[Betrayal]], | ||
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=== Narration Aspects === | === Narration Aspects === | ||
+ | Since [[Exceptional Events]] may be memorable and be the starting point for [[Game Instance Stories]], it can be considered a [[:Category:Narration Patterns|Narration Pattern]]. | ||
== Consequences == | == Consequences == |
Revision as of 12:07, 3 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
events that very rarely occur and do so unpredictably, fumbles and rare effect of these, open ended die rolls, etc.
Contents
Examples
Anti-Examples
optional
Using the pattern
The main issue with designing for Exceptional Events in a game is rather obviously to choose what uncommon or rare events, and actions that can cause those events, should be possible in the game.
Can Be Instantiated By
Betrayal, Character Defining Actions, Critical Failures, Critical Hits, Critical Misses, Critical Successes, Critical Results, Irreversible Events, Luck, Open-Ended Die Rolls, Randomness, Spectacular Failure Enjoyment, Surprises
Diegetic Aspects
Interface Aspects
Narration Aspects
Since Exceptional Events may be memorable and be the starting point for Game Instance Stories, it can be considered a Narration Pattern.
Consequences
Exceptional Events provide potential starting points for Game Instance Stories, and can in themselves or through the stories people create about them cause Emotional Engrossment. Since they are by definition uncommon and thereby unexpected, the possibility of having Exceptional Events in a game lessens the Predictable Consequences of that game.
Relations
Can Instantiate
Emotional Engrossment, Game Instance Stories
Can Modulate
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Can Be Instantiated By
Betrayal, Character Defining Actions, Critical Failures, Critical Hits, Critical Misses, Critical Successes, Critical Results, Irreversible Events, Luck, Open-Ended Die Rolls, Randomness, Spectacular Failure Enjoyment, Surprises
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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