Difference between revisions of "Ultra-Powerful Events"
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Modulates: [[Thematic Consistency]], [[Turn Taking]], [[Storytelling]] | Modulates: [[Thematic Consistency]], [[Turn Taking]], [[Storytelling]] | ||
− | Instantiated by: [[Deadly Traps | + | Instantiated by: [[Deadly Traps]] |
Modulated by: [[Reversibility]] | Modulated by: [[Reversibility]] | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Ability Losses]], | [[Ability Losses]], | ||
+ | [[Extended Actions]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
[[Game Worlds]], | [[Game Worlds]], | ||
[[Ghosts]], | [[Ghosts]], | ||
[[Maneuvering]], | [[Maneuvering]], | ||
− | [[Quick Travel]] | + | [[Quick Travel]] |
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 08:26, 30 July 2016
Events that cannot be affected by player actions.
This pattern is a still a stub.
Contents
Examples
Using the pattern
For Ultra-Powerful Events Extended Actions
Can Instantiate
Companions, Delayed Effects, Downtime, Hovering Closures, Predetermined Story Structures, Spectators, Surprise Attacks, Time Limits,
with Moveable Tiles
Strategic Knowledge, Rhythm-Based Actions, Timing
Can Modulate
Ability Losses, Freedom of Choice, Game Worlds, Ghosts, Maneuvering, Quick Travel,
Can Be Instantiated By
Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Dedicated Game Facilitators, Fudged Results, Game Masters, Helplessness, Location-Fixed Abilities, Loyalty, Movement, One-Way Travel, Quick Returns, Quick Travel, Scripted Information Sequences, Shrinking Game Worlds, Switches, Traps,
Damage together with Moveable Tiles
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Ultra-Powerful Events are difficult to combine with both Free Game Element Manipulation and Self-Facilitated Games. Those which are known in advance work against Exaggerated Perception of Influence while those that aren't work against players having a Determinable Chance to Succeed. Known Ultra-Powerful Events also led games to having Predictable Consequences, and this can be Strategic Knowledge and make games with it have Stimulated Planning.
Relations
Instantiates: Anticipation, Narration Structures, The Show Must Go On
Modulates: Thematic Consistency, Turn Taking, Storytelling
Instantiated by: Deadly Traps
Modulated by: Reversibility
Can Instantiate
Companions, Delayed Effects, Downtime, Hovering Closures, Predictable Consequences, Predetermined Story Structures, Spectators, Stimulated Planning, Strategic Knowledge, Surprise Attacks, Time Limits,
with Moveable Tiles
Strategic Knowledge, Rhythm-Based Actions, Timing
Can Modulate
Ability Losses, Extended Actions, Freedom of Choice, Game Worlds, Ghosts, Maneuvering, Quick Travel
Can Be Instantiated By
Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Dedicated Game Facilitators, Fudged Results, Game Masters, Helplessness, Location-Fixed Abilities, Loyalty, Movement, One-Way Travel, Quick Returns, Quick Travel, Scripted Information Sequences, Shrinking Game Worlds, Switches, Traps,
Damage together with Moveable Tiles
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Determinable Chance to Succeed, Exaggerated Perception of Influence, Free Game Element Manipulation, Self-Facilitated Games,
History
An updated version of the pattern Ultra-Powerful Events that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-