Difference between revisions of "Big Dumb Objects"
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== Using the pattern == | == Using the pattern == | ||
[[Game Worlds]] | [[Game Worlds]] | ||
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[[Levels]] | [[Levels]] | ||
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== Consequences == | == Consequences == | ||
− | As mentioned above, [[Big Dumb Objects]] are examples of [[Diegetically Outstanding Features]] of [[Game Worlds]]. | + | As mentioned above, [[Big Dumb Objects]] are examples of [[Diegetically Outstanding Features]] of [[Game Worlds]]. They also typically help players in performing [[Navigation]] since they provide players with a clear point of reference. |
== Relations == | == Relations == |
Revision as of 19:02, 19 March 2011
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
See also the Wikipedia entry[1] for the concept.
Contents
Examples
The majority of the gameplay in the Halo series takes place on the Ringworld-like[2] structures the series are named after.
Using the pattern
Big Dumb Objects, e.g. the ring structures in the Halo series, can be so large that they are the actually Game Worlds.
Diegetic Aspects
Given their size, and typically mysterious nature, Big Dumb Objects are Diegetically Outstanding Features.
Narrative Aspects
Given how obvious Big Dumb Objects are, they need to be part of Predetermined Story Structures unless they are going to quite bluntly break Diegetic Consistency.
Consequences
As mentioned above, Big Dumb Objects are examples of Diegetically Outstanding Features of Game Worlds. They also typically help players in performing Navigation since they provide players with a clear point of reference.
Relations
Can Instantiate
Diegetically Outstanding Features
Can Modulate
Game Worlds, Navigation, Levels, Predetermined Story Structures
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
Acknowledgements
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