Difference between revisions of "Scripted Information Sequences"
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=== Examples === | === Examples === | ||
− | [[Half-Life]] | + | [[Half-Life]] was pioneering in using [[Scripted Animation Sequences]] in [[:Category:FPS Games|First-Person Shooters]]<ref name="half-life"/>. The [[Uncharted series]] has shown that it can effectively be used also in game using third-person views. |
== Using the pattern == | == Using the pattern == |
Revision as of 16:12, 8 June 2011
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This pattern is a still a stub.
Contents
Examples
Half-Life was pioneering in using Scripted Animation Sequences in First-Person Shooters[1]. The Uncharted series has shown that it can effectively be used also in game using third-person views.
Using the pattern
Scripted Sequences is an alternative to Cutscenes that lets computer-based games present Predetermined Story Structures while still letting gameplay continue.
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Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Scripted Animation Sequences is a way to present Predetermined Story Structures during gameplay, but which are even so typically Ultra-Powerful Events once they have been started. Even if this means that players may not be able to interrupt or influence the Scripted Animation Sequences it still gives an amount of Freedom of Choice compared to Cutscenes in that one can at least explore other parts of Game Worlds while the animations are shown. Even so, if players can note that the sequences are scripted, this can hurt any Exaggerated Perception of Influence they may have. Also, the eventual Own Agenda of Non-Player Characters in a game can also be compromised if the game has Replayability besides Scripted Animation Sequences; this since seeing a Scripted Animation Sequence several time reveals the artificial nature of the Non-Player Characters.
When combined with as-of-yet not detected Invisible Walls, Scripted Animation Sequences can simultaneously support Narrative Engrossment and Spatial Engrossment since they can place player spatially in the immediate proximity of unfolding events. Although Scripted Animation Sequences typically take place where players can give them their full attention, the pattern can be used to modulate The Show Must Go On by requiring players to engage in Attention Swapping.
Relations
Can Instantiate
Freedom of Choice, Predetermined Story Structures, Ultra-Powerful Events
with Invisible Walls
Narrative Engrossment, Spatial Engrossment
with The Show Must Go On
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
Exaggerated Perception of Influence
Own Agenda if the game also is intended to have Replayability
History
New pattern created in this wiki.
References
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Acknowledgements
-- ↑ Cite error: Invalid
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