Difference between revisions of "Ultra-Powerful Events"
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== Using the pattern == | == Using the pattern == | ||
− | [[Ultra-Powerful Events]] are either used to make some events always take place or to make [[Extended Actions]] uninterruptible. [[ | + | [[Ultra-Powerful Events]] are either used to make some events always take place or to make [[Extended Actions]] uninterruptible. They are one way of ensured that [[The Show Must Go On]]. |
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[[Quick Travel]], | [[Quick Travel]], | ||
[[Turn Taking]] | [[Turn Taking]] | ||
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+ | [[Dedicated Game Facilitators]] and [[Game Masters]] can make any event into an [[Ultra-Powerful Events|Ultra-Powerful Event]], for example through [[Fudged Results]] or by making players [[Helplessness|Helpless]]. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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[[Cutscenes]], | [[Cutscenes]], | ||
[[Deadly Traps]] | [[Deadly Traps]] | ||
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[[Location-Fixed Abilities]], | [[Location-Fixed Abilities]], | ||
[[Loyalty]], | [[Loyalty]], | ||
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== Consequences == | == 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]] | + | [[Ultra-Powerful Events]] are difficult to combine with both [[Free Game Element Manipulation]] and [[Self-Facilitated Games]]. Those which are known in advance work create [[Anticipation]] while working against [[Exaggerated Perception of Influence]]; 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 == | == Relations == |
Revision as of 15:13, 30 July 2016
Events that cannot be affected by player actions.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Ultra-Powerful Events are either used to make some events always take place or to make Extended Actions uninterruptible. They are one way of ensured that The Show Must Go On.
Can Instantiate
Companions, Delayed Effects, Downtime, Hovering Closures, 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, Turn Taking
Dedicated Game Facilitators and Game Masters can make any event into an Ultra-Powerful Event, for example through Fudged Results or by making players Helpless.
Can Be Instantiated By
Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Deadly Traps , 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, Reversibility
Diegetic Aspects
Interface Aspects
Narration Aspects
Narration Structures and Predetermined Story Structures are primarily constructed through Ultra-Powerful Events, and the presence of these of course heavily influence how Storytelling can be done.
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 create Anticipation while working against Exaggerated Perception of Influence; 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
Can Instantiate
Anticipation, Companions, Delayed Effects, Downtime, Hovering Closures, Narration Structures, 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, Storytelling, The Show Must Go On, Turn Taking
Can Be Instantiated By
Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Deadly Traps 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, Reversibility
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
-