Difference between revisions of "Melodramatic Structures"

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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Detective Structure]]
+
[[Detective Structures]]
  
 
== History ==
 
== History ==
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<references>
 
<references>
 
<ref name="Lankoski2010">Lankoski, P. (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.</ref>
 
<ref name="Lankoski2010">Lankoski, P. (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.</ref>
<ref name="smith">Smith, M. (1995). Engaging Characters: Fiction, Emotion, and the Cinema. Pages 152–153. New York: Oxford University Press.</ref>
+
<ref name="Smith">Smith, M. (1995). Engaging Characters: Fiction, Emotion, and the Cinema. Pages 152–153. New York: Oxford University Press.</ref>
 
</references>
 
</references>

Revision as of 10:08, 4 August 2011

Narration structures in games which allow players or spectators to know more than any individual diegetic person.

This pattern is a still a stub.

The idea of alignment patterns is based on Smith’s structures of alignment. Smith differentiates detective narration and melodramatic narration as typical alignment structure. In detective narration, knowledge is restricted to a protagonist, while in melodramatic narration the viewer knows more than any single character.[1]

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Detective Structures

History

An updated version of the pattern Melodramtic Structure that was first described in the PhD thesis Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement[2].

References

  1. Smith, M. (1995). Engaging Characters: Fiction, Emotion, and the Cinema. Pages 152–153. New York: Oxford University Press.
  2. Lankoski, P. (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.