Difference between revisions of "Scenes"

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=== Examples ===
 
=== Examples ===
 
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[[Scenes]] are a game concept is primarily used in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], and is explicitly discussed in [[Toon]] and [[Vampire: The Masquerade]]. The latter defines [[Scenes]] as “one compact period of time in one location”<ref name="v:tm"/>. [[Fiasco]] and [[Universalis]] are examples of more modern [[:Category:Roleplaying Games|Roleplaying Games]] which explores alternative power structures by letting players, rather than game masters, create [[Scenes]]
[[Scenes]] are a game concept is primarily used in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]].
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[[Toon]]
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[[Vampire: The Masquerade]]
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[[Fiasco]] and [[Universalis]]
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Since [[Levels]] create rigidly-confined [[Scenes]], many [[:Category:Computer Games|Computer Games]] exhibits the pattern also. [[:Category:Adventure Games|Adventure Games]] are among those that most often make use of [[Levels]] for narrative purposes, with [[Grim Fandango]] and the [[Walking Dead series]]as examples of how [[Scenes]] unlock the narration as gameplay challenges are overcome. [[Fahrenheit]] shows a more complex use of [[Scenes]] in that it shifts which character the player controls between each of them.  
 
Since [[Levels]] create rigidly-confined [[Scenes]], many [[:Category:Computer Games|Computer Games]] exhibits the pattern also. [[:Category:Adventure Games|Adventure Games]] are among those that most often make use of [[Levels]] for narrative purposes, with [[Grim Fandango]] and the [[Walking Dead series]]as examples of how [[Scenes]] unlock the narration as gameplay challenges are overcome. [[Fahrenheit]] shows a more complex use of [[Scenes]] in that it shifts which character the player controls between each of them.  
  
The [[Assassin's Creed series]] is an example of how  
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The [[Assassin's Creed series]] is an example of how [[:Category:Action Games|Action Games]] can make use of [[Scenes]] to construct more complex narratives. Here, the main historical gameplay is framed by [[Scenes]] of focused on the modern day character Desmond Miles. Another example of use of [[Scenes]] in the series is from the second game, where players briefly get to play Altaïr from the first game as to get knowledge about how Altaïr's bloodline continued.
 
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==== Anti-Examples ====
 
==== Anti-Examples ====
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== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="v:tm"/>Mark Rein·Hagen (1991). Vampire - The Masquerade. White Wolf.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 13:03, 30 June 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Scenes are a game concept is primarily used in Tabletop Roleplaying Games, and is explicitly discussed in Toon and Vampire: The Masquerade. The latter defines Scenes as “one compact period of time in one location”[1]. Fiasco and Universalis are examples of more modern Roleplaying Games which explores alternative power structures by letting players, rather than game masters, create Scenes

Since Levels create rigidly-confined Scenes, many Computer Games exhibits the pattern also. Adventure Games are among those that most often make use of Levels for narrative purposes, with Grim Fandango and the Walking Dead seriesas examples of how Scenes unlock the narration as gameplay challenges are overcome. Fahrenheit shows a more complex use of Scenes in that it shifts which character the player controls between each of them.

The Assassin's Creed series is an example of how Action Games can make use of Scenes to construct more complex narratives. Here, the main historical gameplay is framed by Scenes of focused on the modern day character Desmond Miles. Another example of use of Scenes in the series is from the second game, where players briefly get to play Altaïr from the first game as to get knowledge about how Altaïr's bloodline continued.

Anti-Examples

optional

Using the pattern

Narration Structures Game Worlds Characters Temporal Consistency Melodramatic Structures Open Destiny Creative Control Levels

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

--- Predetermined Story Structures and can thereby be used to progress a narrative as gameplay progresses, especially since any present Boss Monsters or Environmental Storytelling ---

Relations

Cutscenes Environmental Storytelling Predetermined Story Structures

Can Instantiate

Game Worlds, Melodramatic Structures, Narration Structures

with ...

Can Modulate

Characters

Can Be Instantiated By

Levels

Can Be Modulated By

Creative Control

Possible Closure Effects

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Potentially Conflicting With

Open Destiny, Temporal Consistency

History

New pattern created in this wiki.

References

  1. Cite error: Invalid <ref> tag; no text was provided for refs named v:tm

Acknowledgements

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