Difference between revisions of "Persistent Game World Changes"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Value of Effort]] | |
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Construction]], | ||
[[Destructible Objects]], | [[Destructible Objects]], | ||
[[Irreversible Events]], | [[Irreversible Events]], | ||
− | [[Reconfigurable Game Worlds]] | + | [[Reconfigurable Game Worlds]], |
+ | [[Switches]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Instances]] | ||
== History == | == History == |
Revision as of 13:02, 4 September 2011
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Although many games let players affect the game worlds in which gameplay takes place, this may not affect the worlds significantly. This may be because one is only manipulating specific elements with in it, that the effects disappear after a while, or that things reset to let other players have the possibility of experiencing the same gameplay. When instead player actions leave lasting effects in game worlds beyond those related only to their own gameplay statistics, this shows that games support Persistent Game World Changes.
Contents
Examples
Slaves to Armok II: Dwarf Fortress
Dungeons & Dragons World of Darkness
Using the pattern
changes that don't just go away and don't involve manipulating game items
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Construction, Destructible Objects, Irreversible Events, Reconfigurable Game Worlds, Switches
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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