Difference between revisions of "Detective Structures"
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[[Category:Information Patterns]] | [[Category:Information Patterns]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
− | ''Information available | + | ''Information available to a player is limited to the information available to one single character.'' |
The player experiences the game event aligned with a single character. This means that all surprises and revelations occur at the same time for the players and their characters although they may make different conclusions. | The player experiences the game event aligned with a single character. This means that all surprises and revelations occur at the same time for the players and their characters although they may make different conclusions. | ||
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== Using the pattern == | == Using the pattern == | ||
− | + | [[Narrative Structures]] | |
− | + | ||
− | + | Detective | |
− | + | ||
Structure with Clues (Björk, Holopainen, 2005) can be used to support Narrative Structure (Björk, Holopainen, 2005), for example, solving a mystery by finding Clues (Björk, Holopainen, 2005) to reach the Predefined Goals (Björk, Holopainen, 2005) such as Gain Information | Structure with Clues (Björk, Holopainen, 2005) can be used to support Narrative Structure (Björk, Holopainen, 2005), for example, solving a mystery by finding Clues (Björk, Holopainen, 2005) to reach the Predefined Goals (Björk, Holopainen, 2005) such as Gain Information | ||
(Björk, Holopainen, 2005). | (Björk, Holopainen, 2005). | ||
− | + | ||
− | + | ——Instantiates: Imperfect Information, Uncertainty of Information | |
− | + | ——Modulates: Narrative Structure, Tension, Surprises | |
− | ——Instantiates: Imperfect Information | + | ——Modulated by: Clues, Gain Information, First-Person Views, Third-Person Views |
− | + | ||
− | ——Modulates: Narrative Structure | + | |
− | + | ||
− | ——Modulated by: Clues | + | |
− | + | ||
− | + | ||
——Potentially conflicting with: Perfect Information, Melodramatic Structure | ——Potentially conflicting with: Perfect Information, Melodramatic Structure | ||
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=== Interface Aspects === | === Interface Aspects === | ||
+ | Detective Structure can use First-Person Views (Björk, Holopainen, | ||
+ | 2005) or Third-Person Views (Björk, Holopainen, 2005). | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
== Consequences == | == Consequences == | ||
+ | A [[Detective Structure]] provides [[Imperfect Information]] since it limits the player’s information to a certain point-of-view at any given point in time; the player does not need to have unlimited access to what the character knows, feels, and perceives. This provides an [[Uncertainty of Information]] at the beginning of gameplay which can be maintained through updating the [[Game Worlds|Game World]] through [[Unobserved Game Events]]. If these additional pattern is not used the [[Imperfect Information]] will gradually turn into [[Perfect Information]]] as players can merge the different set of information into one complete view. | ||
− | + | Through providing [[Imperfect Information]] and the possibilities of [[Surprises]], a [[Detective Structure]] can cause [[Tension]]. This is especially true when players' have been given [[Clues]] that certain events may occur. It is also likely that players will adopt [[Gain Information]] goals, either related to [[Narrative Structures]] or simply related to [[Exploration]] of [[Game Worlds]] (that may be possible to solve simply by [[Movement]]). | |
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 07:52, 28 May 2010
Information available to a player is limited to the information available to one single character.
The player experiences the game event aligned with a single character. This means that all surprises and revelations occur at the same time for the players and their characters although they may make different conclusions.
Contents
Examples
The Detective Structure is a typical pattern used in many First-Person Shooters, e.g. Half-Life Series and Deus Ex Series. This come pretty natural for the genre since it is defined by how one perceives the game world from the view of one character.
However, games using Third-Person Views can also make use of the pattern, with the Silent Hill Series as one example. Although this may allow players to perceive things their characters do not (or vice versa) due to looking in different directions, this only concerns what happens in the very proximity of the characters and does not have to affect narrative structures.
Using the pattern
Detective Structure with Clues (Björk, Holopainen, 2005) can be used to support Narrative Structure (Björk, Holopainen, 2005), for example, solving a mystery by finding Clues (Björk, Holopainen, 2005) to reach the Predefined Goals (Björk, Holopainen, 2005) such as Gain Information (Björk, Holopainen, 2005).
——Instantiates: Imperfect Information, Uncertainty of Information ——Modulates: Narrative Structure, Tension, Surprises ——Modulated by: Clues, Gain Information, First-Person Views, Third-Person Views ——Potentially conflicting with: Perfect Information, Melodramatic Structure
Although a Detective Structure does not by itself create Surprises, the wish to provide players with Surprises is one of the main reason to make use of the structure.
Diegetic Aspects
Interface Aspects
Detective Structure can use First-Person Views (Björk, Holopainen, 2005) or Third-Person Views (Björk, Holopainen, 2005).
Narrative Aspects
Consequences
A Detective Structure provides Imperfect Information since it limits the player’s information to a certain point-of-view at any given point in time; the player does not need to have unlimited access to what the character knows, feels, and perceives. This provides an Uncertainty of Information at the beginning of gameplay which can be maintained through updating the Game World through Unobserved Game Events. If these additional pattern is not used the Imperfect Information will gradually turn into Perfect Information] as players can merge the different set of information into one complete view.
Through providing Imperfect Information and the possibilities of Surprises, a Detective Structure can cause Tension. This is especially true when players' have been given Clues that certain events may occur. It is also likely that players will adopt Gain Information goals, either related to Narrative Structures or simply related to Exploration of Game Worlds (that may be possible to solve simply by Movement).
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
An updated version of the pattern Character Defining Actions, first introduced in Lankoski 2010[1].
References
- ↑ Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. PhD thesis at Aalto University. Publication Series of the School of Art and Design A 101.