Difference between revisions of "Environmental Storytelling"
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=== Examples === | === Examples === | ||
− | The [[ | + | The [[Bioshock series]], as well as [[Fallout 3]], and [[Fallout: New Vegas]] all provide places where things and effects on the environment give hints of what has happened earlier. In many cases there are related things and effects in other places of the game world, and players that find these can piece together possible narratives. |
== Using the pattern == | == Using the pattern == | ||
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<ref name="robertson">Robertson, M. '' Stop Wasting My Time and Your Money: Why Your Game Doesn’t Need a Story to be a Hit'' [http://lookspring.co.uk/quick-and-dirty-slides Presentation] at GDC 2009.</ref> | <ref name="robertson">Robertson, M. '' Stop Wasting My Time and Your Money: Why Your Game Doesn’t Need a Story to be a Hit'' [http://lookspring.co.uk/quick-and-dirty-slides Presentation] at GDC 2009.</ref> | ||
</references> | </references> | ||
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== Acknowledgements == | == Acknowledgements == | ||
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Revision as of 17:50, 17 April 2011
Storytelling that occurs through movement and exploration of an environment.
For more on Environmental Storytelling, see articles on Gamasutra[1], presentations at Game Developers' Conference[2][3], and Game Design as Narrative Architecture by Jenkins[4].
This pattern is a still a stub.
Contents
Examples
The Bioshock series, as well as Fallout 3, and Fallout: New Vegas all provide places where things and effects on the environment give hints of what has happened earlier. In many cases there are related things and effects in other places of the game world, and players that find these can piece together possible narratives.
Using the pattern
Characters Diegetically Outstanding Features Big Dumb Objects Environmental Effects Props Landmarks
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Environmental Storytelling is a way for games to have Narration Structures integrated into Levels and Game Worlds.
Puzzle Solving Freedom of Choice
Relations
Can Instantiate
Freedom of Choice, Narration Structures, Puzzle Solving
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Gamasutra article about environmental storytelling..
- ↑ Robertson, M. Stop Wasting My Time and Your Money: Why Your Game Doesn’t Need a Story to be a Hit Presentation at GDC 2009.
- ↑ Smith, H. & Worch, M. “What Happened Here?” – Environmental Storytelling. Presentation at GDC 2010.
- ↑ Jenkins, H. article Game Design as Narrative Architecture.
Acknowledgements
-