Difference between revisions of "Thematic Consistency"

From gdp3
Jump to: navigation, search
Line 1: Line 1:
 +
[[Category:Subjective Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Aesthetic Patterns]]
 
[[Category:Aesthetic Patterns]]
Line 15: Line 16:
  
 
== Using the pattern ==
 
== Using the pattern ==
A primary design choice that affects [[Thematic Consistency]] is what diegetic theme the game has. For games that do not strive to be (initially) historical, this means that the pattern is modulated by [[Alternative Realities]]. Examples of games that avoid [[Alternative Realities]] are [[:Category:Wargames|Wargames]], both such as [[Advanced Squad Leader]] and [[Rommel in the Desert]] that focus upon squads or smaller units and grand strategy games such as [[Diplomacy]] and the [[Hearts of Iron series]].
+
A primary design choice that affects [[Thematic Consistency]] is what diegetic theme the game has. For games that do not strive to be (initially) historical, this means that the pattern is modulated by [[Alternative Realities]]. Examples of games that avoid [[Alternative Realities]] are [[:Category:Wargames|Wargames]], both such as [[Advanced Squad Leader]] and [[Rommel in the Desert]] that focus upon squads or smaller units and grand strategy games such as [[Diplomacy]] and the [[Hearts of Iron series]]. Another issue is to what level of detail the theme should be implemented and this can make it impossible to satisfy all players that a game has [[Thematic Consistency]] - having believable behaviors from [[Non-Player Characters]], or [[Player Characters]] for that fact, is one area where expectations can vary wildly between players.
  
 
[[MacGuffins]]
 
[[MacGuffins]]
Line 24: Line 25:
  
 
[[Diegetic Consistency]] is closely related to [[Thematic Consistency]] since having [[Non-Diegetic Features]] or otherwise breaking the [[Diegetic Consistency]] also breaks the [[Thematic Consistency]] since these cannot fit diegetic themes. [[Invisible Walls]] are interesting game elements in relation to this since they often do not conflict with [[Diegetic Consistency]] since they are invisible but can break [[Thematic Consistency]] if noticed. Likewise, [[Inaccessible Areas]] do not need to break [[Diegetic Consistency]] but if there does not exist good thematic explanations why they cannot be reached they break [[Thematic Consistency]].
 
[[Diegetic Consistency]] is closely related to [[Thematic Consistency]] since having [[Non-Diegetic Features]] or otherwise breaking the [[Diegetic Consistency]] also breaks the [[Thematic Consistency]] since these cannot fit diegetic themes. [[Invisible Walls]] are interesting game elements in relation to this since they often do not conflict with [[Diegetic Consistency]] since they are invisible but can break [[Thematic Consistency]] if noticed. Likewise, [[Inaccessible Areas]] do not need to break [[Diegetic Consistency]] but if there does not exist good thematic explanations why they cannot be reached they break [[Thematic Consistency]].
 +
 +
One aspect of [[Thematic Consistency]] is to make the behavior of [[Agents]] believable. This requires some form of [[Enforced Agent Behavior]]. For [[Non-Player Characters]] and other [[Agents]] run either by [[Algorithmic Agents]] or [[Dedicated Game Facilitators]] such as [[Game Masters]] it is easy to enforce the behaviors but trying to capture enough nuances of human behavior can require a host of other patterns, including [[Awareness of Surroundings]], [[Emotional Attachment]], [[Goal-Driven Personal Development]], [[Initiative]], [[Own Agenda]], [[Sense of Self]], and [[Unpredictable Behavior]]. In fact, making [[Characters]] seem to be [[Agents]] and not [[Self-Service Kiosks]] can be an issue for [[Thematic Consistency]].
 +
 +
 +
[[Roleplaying]]
 +
 +
 +
  
 
While making [[Events Timed to the Real World]] can ensure [[Temporal Consistency]], the common use of this pattern to link real world holidays and special events to a game is quite likely to break its [[Thematic Consistency]] if the game depicts an [[Alternative Realities|Alternative Reality]].
 
While making [[Events Timed to the Real World]] can ensure [[Temporal Consistency]], the common use of this pattern to link real world holidays and special events to a game is quite likely to break its [[Thematic Consistency]] if the game depicts an [[Alternative Realities|Alternative Reality]].
Line 37: Line 46:
  
 
== Relations ==
 
== Relations ==
 +
[[Roleplaying]]
 +
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 43: Line 54:
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Agents]],
 +
[[Algorithmic Agents]],
 +
[[Characters]],
 +
[[Non-Player Characters]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Diegetic Consistency]]
+
[[Awareness of Surroundings]],
 +
[[Dedicated Game Facilitators]],
 +
[[Diegetic Consistency]],
 +
[[Emotional Attachment]],
 +
[[Enforced Agent Behavior]],
 +
[[Game Masters]],
 +
[[Goal-Driven Personal Development]],
 +
[[Initiative]],
 +
[[Own Agenda]],
 +
[[Sense of Self]],
 +
[[Unpredictable Behavior]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 00:09, 8 May 2011

That the characters and objects depicted in a game world are thematically consistent, as is their behavior.

This pattern is a still a stub.

Examples

Using the pattern

A primary design choice that affects Thematic Consistency is what diegetic theme the game has. For games that do not strive to be (initially) historical, this means that the pattern is modulated by Alternative Realities. Examples of games that avoid Alternative Realities are Wargames, both such as Advanced Squad Leader and Rommel in the Desert that focus upon squads or smaller units and grand strategy games such as Diplomacy and the Hearts of Iron series. Another issue is to what level of detail the theme should be implemented and this can make it impossible to satisfy all players that a game has Thematic Consistency - having believable behaviors from Non-Player Characters, or Player Characters for that fact, is one area where expectations can vary wildly between players.

MacGuffins Quests Clues Boss Monsters Traces

Diegetic Consistency is closely related to Thematic Consistency since having Non-Diegetic Features or otherwise breaking the Diegetic Consistency also breaks the Thematic Consistency since these cannot fit diegetic themes. Invisible Walls are interesting game elements in relation to this since they often do not conflict with Diegetic Consistency since they are invisible but can break Thematic Consistency if noticed. Likewise, Inaccessible Areas do not need to break Diegetic Consistency but if there does not exist good thematic explanations why they cannot be reached they break Thematic Consistency.

One aspect of Thematic Consistency is to make the behavior of Agents believable. This requires some form of Enforced Agent Behavior. For Non-Player Characters and other Agents run either by Algorithmic Agents or Dedicated Game Facilitators such as Game Masters it is easy to enforce the behaviors but trying to capture enough nuances of human behavior can require a host of other patterns, including Awareness of Surroundings, Emotional Attachment, Goal-Driven Personal Development, Initiative, Own Agenda, Sense of Self, and Unpredictable Behavior. In fact, making Characters seem to be Agents and not Self-Service Kiosks can be an issue for Thematic Consistency.


Roleplaying



While making Events Timed to the Real World can ensure Temporal Consistency, the common use of this pattern to link real world holidays and special events to a game is quite likely to break its Thematic Consistency if the game depicts an Alternative Reality.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Roleplaying


Can Instantiate

with ...

Can Modulate

Agents, Algorithmic Agents, Characters, Non-Player Characters

Can Be Instantiated By

Awareness of Surroundings, Dedicated Game Facilitators, Diegetic Consistency, Emotional Attachment, Enforced Agent Behavior, Game Masters, Goal-Driven Personal Development, Initiative, Own Agenda, Sense of Self, Unpredictable Behavior

Can Be Modulated By

Alternative Realities

Possible Closure Effects

Potentially Conflicting With

Inaccessible Areas, Invisible Walls, Non-Diegetic Features

Events Timed to the Real World if Alternative Realities is also used

History

New pattern created in this wiki.

References

-