Difference between revisions of "Ultra-Powerful Events"

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(Relations)
Line 81: Line 81:
 
Modulates: [[Thematic Consistency]], [[Turn Taking]], [[Storytelling]]
 
Modulates: [[Thematic Consistency]], [[Turn Taking]], [[Storytelling]]
  
Instantiated by: [[Deadly Traps]], [[Extended Actions]]
+
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.

Examples

Left 4 Dead series

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

Irreversible Events,


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

Irreversible Events,

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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