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 for a player is limited to the information of one character.''
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''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 ==
  
Using the Pattern: Detective Structure is a form of Imperfect Information
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[[Narrative Structures]]
(Björk, Holopainen, 2005). The information available to the player
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is limited to what is available to one character; the player does not need to have unlimited access to what the character knows, feels, and perceives. Detective Structure can use First-Person Views (Björk, Holopainen,
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Detective
2005) or Third-Person Views (Björk, Holopainen, 2005). Detective
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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).
Consequences: As Detective Structure limits the player’s information. a certain point-of-view, pattern Imperfect Information (Björk, Holopainen,
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2005) and Uncertainty of Information (Björk, Holopainen, 2005). This means that it can be used more freely (than with Melodramatic Structure). This is likely to add to Tension (Björk, Holopainen, 2005) and create possibilities for Surprises (Björk, Holopainen, 2005).
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——Instantiates: Imperfect Information, Uncertainty of Information  
Relations:
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——Modulates: Narrative Structure, Tension, Surprises
——Instantiates: Imperfect Information (Björk, Holopainen, 2005), Uncertainty of Information (Björk, Holopainen, 2005)
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——Modulated by: Clues, Gain Information, First-Person Views, Third-Person Views  
——Instantiated by: none
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——Modulates: Narrative Structure (Björk, Holopainen, 2005), Tension (Björk, Holopainen, 2005), Surprises (Björk, Holopainen,
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2005)
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——Modulated by: Clues (Björk, Holopainen, 2005), Gain Information
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(Björk, Holopainen, 2005), First-Person Views (Björk, Holopainen,
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2005), Third-Person Views (Björk, Holopainen, 2005)
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——Potentially conflicting with: Perfect Information, Melodramatic Structure
 
——Potentially conflicting with: Perfect Information, Melodramatic Structure
  
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=== Interface Aspects ===
 
=== Interface Aspects ===
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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.
  
== Relations ==
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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.

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

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 (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.

First-Person Views

Third-Person Views


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

Surprises

Potentially Conflicting With

History

An updated version of the pattern Character Defining Actions, first introduced in Lankoski 2010[1].

References

  1. 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.