Difference between revisions of "Thematic Consistency"

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== 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]]. 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. For [[Self-Facilitated Games]] it is impossible to guarantee [[Thematic Consistency]] since players can add their own descriptions, but they can be encouraged by being provided with a thematically consistent set of game content to begin with.
+
A primary design choice that affects [[Thematic Consistency]] is what diegetic theme the game has, and this not only affects how things should be presented in games but also how they should behave. 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. For [[Self-Facilitated Games]] it is impossible to guarantee [[Thematic Consistency]] since players can add their own descriptions, but they can be encouraged by being provided with a thematically consistent set of game content to begin with.
  
[[MacGuffins]]
 
 
[[Quests]]
 
[[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]].
+
[[MacGuffins]]
  
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]], [[Open Destiny]], [[Own Agenda]], [[Sense of Self]], [[Thematically Consistent Dialogues]], and [[Unpredictable Behavior]]. In fact, making [[Characters]] seem to be [[Agents]] and not [[Self-Service Kiosks]] can be an issue for [[Thematic Consistency]]. It can be especially difficult to guarantee that gameplay follows a predefined thematic setup when players engage in [[Roleplaying]] but here [[Game Masters]] can act as moderators.
+
[[Boss Monsters]]
  
 
+
[[Clues]]
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]].
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[[Traces]]
  
 
[[Geospatial Game Widgets]]
 
[[Geospatial Game Widgets]]
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[[Tools]]
 
[[Tools]]
 
[[Crafting]]
 
[[Crafting]]
[[Inventories]]
 
[[Destructible Objects]]
 
[[Diegetically Tangible Game Items]]
 
 
[[Abstract Player Constructs]]
 
[[Abstract Player Constructs]]
 
[[Territories]]
 
[[Territories]]
 
[[Character Development]]
 
[[Character Development]]
 +
 +
The theme of a game can not only influence how game elements should be presented but also more or less require their presence.
 +
 +
 +
The theme can motivate several of the ways these can be modulated, e.g. by being [[Destructible Objects]], [[Diegetically Tangible Game Items]], or making use of [[Inventories]].
 +
 +
[[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]], [[Open Destiny]], [[Own Agenda]], [[Sense of Self]], [[Thematically Consistent Dialogues]], and [[Unpredictable Behavior]]. In fact, making [[Characters]] seem to be [[Agents]] and not [[Self-Service Kiosks]] can be an issue for [[Thematic Consistency]]. It can be especially difficult to guarantee that gameplay follows a predefined thematic setup when players engage in [[Roleplaying]] but here [[Game Masters]] can act as moderators.
 +
 +
 +
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]].
 +
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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[[Characters]],  
 
[[Characters]],  
 
[[Dedicated Game Facilitators]],  
 
[[Dedicated Game Facilitators]],  
 +
[[Destructible Objects]],
 
[[Diegetic Consistency]],  
 
[[Diegetic Consistency]],  
 +
[[Diegetically Tangible Game Items]],
 
[[Emotional Attachment]],  
 
[[Emotional Attachment]],  
 
[[Enforced Agent Behavior]],  
 
[[Enforced Agent Behavior]],  
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[[HUD Interfaces]],  
 
[[HUD Interfaces]],  
 
[[Initiative]],  
 
[[Initiative]],  
 +
[[Inventories]],
 
[[Non-Player Characters]],  
 
[[Non-Player Characters]],  
 
[[Open Destiny]],  
 
[[Open Destiny]],  

Revision as of 01:17, 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, and this not only affects how things should be presented in games but also how they should behave. 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. For Self-Facilitated Games it is impossible to guarantee Thematic Consistency since players can add their own descriptions, but they can be encouraged by being provided with a thematically consistent set of game content to begin with.

Quests

MacGuffins

Boss Monsters

Clues Traces

Geospatial Game Widgets Alien Space Bats

Alarms Avatars Units Enemies Gossip

Environmental Effects Private Game Spaces Quick Travel Late Arriving Players

Companions Actions Have Diegetically Social Consequences Safe Havens Big Dumb Objects Landmarks Props Warp Zones Mules Tools Crafting Abstract Player Constructs Territories Character Development

The theme of a game can not only influence how game elements should be presented but also more or less require their presence.


The theme can motivate several of the ways these can be modulated, e.g. by being Destructible Objects, Diegetically Tangible Game Items, or making use of Inventories.

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, Open Destiny, Own Agenda, Sense of Self, Thematically Consistent Dialogues, and Unpredictable Behavior. In fact, making Characters seem to be Agents and not Self-Service Kiosks can be an issue for Thematic Consistency. It can be especially difficult to guarantee that gameplay follows a predefined thematic setup when players engage in Roleplaying but here Game Masters can act as moderators.


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

HUD Interfaces are interesting in relation to Thematic Consistency in that they can either be made to fit them given the right theme or be considered to be outside the presentation of the Game Worlds.

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Agents, Algorithmic Agents,

Can Be Instantiated By

Awareness of Surroundings, Characters, Dedicated Game Facilitators, Destructible Objects, Diegetic Consistency, Diegetically Tangible Game Items, Emotional Attachment, Enforced Agent Behavior, Game Masters, Goal-Driven Personal Development, HUD Interfaces, Initiative, Inventories, Non-Player Characters, Open Destiny, Own Agenda, Sense of Self, Thematically Consistent Dialogues, Unpredictable Behavior

Can Be Modulated By

Alternative Realities

Possible Closure Effects

Potentially Conflicting With

Inaccessible Areas, Invisible Walls, Non-Diegetic Features, Roleplaying, Self-Facilitated Games

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

History

New pattern created in this wiki.

References

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