Difference between revisions of "Props"
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[[Category:Patterns]] | [[Category:Patterns]] | ||
+ | [[Category:Narration Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
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[[Category:Level Design Patterns]] | [[Category:Level Design Patterns]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
− | ''Diegetic elements of game worlds that have no gameplay | + | ''Diegetic elements of game worlds that have no gameplay enabled through them.'' |
Games with [[Game Worlds]] rarely can let players interact in all conceivably possible ways with all objects they logically should contain, both for production reasons and for wanting to focus the gameplay towards certain activities. To still let the objects be present, this can be solved by having [[Props]], objects that either cannot be interacted with or only has non-vital information connected to them. | Games with [[Game Worlds]] rarely can let players interact in all conceivably possible ways with all objects they logically should contain, both for production reasons and for wanting to focus the gameplay towards certain activities. To still let the objects be present, this can be solved by having [[Props]], objects that either cannot be interacted with or only has non-vital information connected to them. | ||
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== Using the pattern == | == Using the pattern == | ||
+ | As a pattern mostly related to diegetic and narration aspects, the most important design choices for [[Props]] relate to this areas. | ||
− | [[ | + | [[Big Dumb Objects]] |
− | + | ||
− | [[ | + | Even if [[Props]] have no gameplay directly facilitated through them they can affect gameplay in a couple of ways. They can affect [[Movement]] and [[Maneuvering]] by being designed to provide [[Clues]], [[Traces]], and [[Landmarks]], or be [[Red Herrings]] that appear to be any of the former. They can of course also be [[Obstacles]] that block [[Movement]] and can be crashed into if diegetically plausible. |
− | |||
− | [[ | + | [[Invisible Walls]] |
− | |||
− | [[ | + | [[Geospatial Game Widgets]] |
− | [[ | + | [[Exploration]] |
[[Game Worlds]] | [[Game Worlds]] | ||
[[Levels]] | [[Levels]] | ||
− | |||
− | |||
− | |||
− | |||
[[MacGuffins]] | [[MacGuffins]] | ||
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[[Diegetically Outstanding Features]] | [[Diegetically Outstanding Features]] | ||
− | [[ | + | Unlike their use in theater and movies, [[Props]] are rarely [[Game Items]] that can be picked up or moved. This since this is gameplay activities and may affect gameplay-related aspects such as [[Inventories]]. |
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Narrative Aspects === | === Narrative Aspects === | ||
+ | [[Narration Structures]] | ||
+ | [[Environmental Storytelling]] | ||
+ | [[Cutscenes]] | ||
== Consequences == | == Consequences == | ||
+ | When [[Props]] are designed so they provide [[Clues]], [[Traces]], and [[Landmarks]] they also help [[Game World Navigation]] (when they are [[Red Herrings]] they can of course instead making this harder). | ||
+ | |||
+ | While [[Props]] cannot individually enable [[Narration Structures]], they can modulate them or create them through being part of [[Environmental Storytelling]]. | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Clues]], | ||
+ | [[Environmental Storytelling]], | ||
+ | [[Landmarks]], | ||
+ | [[Red Herrings]], | ||
+ | [[Traces]] | ||
==== with ... ==== | ==== with ... ==== | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Game World Navigation]], | ||
+ | [[Narration Structures]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Cutscenes]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 13:59, 4 April 2011
Diegetic elements of game worlds that have no gameplay enabled through them.
Games with Game Worlds rarely can let players interact in all conceivably possible ways with all objects they logically should contain, both for production reasons and for wanting to focus the gameplay towards certain activities. To still let the objects be present, this can be solved by having Props, objects that either cannot be interacted with or only has non-vital information connected to them.
Contents
Examples
Trees
the Elder Scrolls series the Dragon Age series
Buildings
Backgrounds in e.g. the Quake series, the Halo series
Using the pattern
As a pattern mostly related to diegetic and narration aspects, the most important design choices for Props relate to this areas.
Even if Props have no gameplay directly facilitated through them they can affect gameplay in a couple of ways. They can affect Movement and Maneuvering by being designed to provide Clues, Traces, and Landmarks, or be Red Herrings that appear to be any of the former. They can of course also be Obstacles that block Movement and can be crashed into if diegetically plausible.
Diegetically Outstanding Features
Unlike their use in theater and movies, Props are rarely Game Items that can be picked up or moved. This since this is gameplay activities and may affect gameplay-related aspects such as Inventories.
Diegetic Aspects
Jonas' avhandling
Interface Aspects
Narrative Aspects
Narration Structures Environmental Storytelling Cutscenes
Consequences
When Props are designed so they provide Clues, Traces, and Landmarks they also help Game World Navigation (when they are Red Herrings they can of course instead making this harder).
While Props cannot individually enable Narration Structures, they can modulate them or create them through being part of Environmental Storytelling.
Relations
Can Instantiate
Clues, Environmental Storytelling, Landmarks, Red Herrings, Traces
with ...
Can Modulate
Game World Navigation, Narration Structures
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
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