Difference between revisions of "Predetermined Story Structures"

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[[Narration Structures]]
 
[[Narration Structures]]
 +
[[Unwinnable Games]]
 +
[[Randomness]]
 +
[[Tension]]
 +
[[Luck]]
 +
[[Replayability]]
 +
[[Dedicated Game Facilitators]]
 +
[[Levels]]
 +
[[Characters]]
 +
[[Freedom of Choice]]
 +
[[Companions]]
 +
[[Character Defining Actions]]
 +
[[Detective Structures]]
 +
[[Factions]]
 +
[[Melodramatic Structures]]
 +
[[Information Passing]]
 +
[[Cutscenes]]
 +
[[Renamed Patterns]]
 +
[[Game Worlds]]
 +
[[Ephemeral Goals]]
 +
[[Self-Facilitated Games]]
 +
[[Game Masters]]
 +
[[Persistent Game Worlds]]
 +
[[MacGuffins]]
 +
[[Alien Space Bats]]
 +
[[Big Dumb Objects]]
 +
[[Quests]]
 +
[[Character Development]]
 +
[[Traps]]
 +
[[Inaccessible Areas]]
 +
[[Switches]]
 +
[[Controllers]]
 +
[[Clues]]
 +
[[Boss Monsters]]
 +
[[Thematic Consistency]]
 +
[[Temporal Consistency]]
 +
[[Player Characters]]
 +
[[Predictable Consequences]]
 +
[[Privileged Movement]]
 +
[[One-Way Travel]]
 +
[[Scripted Information Sequences]]
 +
[[Gain Competence]]
 +
[[New Abilities]]
 +
[[Sidequests]]
 +
[[Main Quests]]
 +
[[Permadeath]]
 +
[[Player Elimination]]
 +
[[Spawning]]
 +
[[Invulnerabilities]]
 +
[[Conditional Passageways]]
 +
[[Helpers]]
 +
[[Replays]]
 +
[[Procedurally Generated Game Worlds]]
 +
[[Persistent Game World Changes]]
 +
[[Puzzle Solving]]
 +
[[Red Herrings]]
 +
[[Traverse]]
 +
[[Loading Hints]]
 +
[[Feigned Die Rolls]]
 +
[[Quick Time Events]]
 +
[[Scenes]]
  
 
== Using the pattern ==
 
== Using the pattern ==
Line 28: Line 88:
  
 
== Relations ==
 
== Relations ==
 +
[[Unwinnable Games]]
 +
[[Randomness]]
 +
[[Tension]]
 +
[[Luck]]
 +
[[Replayability]]
 +
[[Dedicated Game Facilitators]]
 +
[[Levels]]
 +
[[Characters]]
 +
[[Freedom of Choice]]
 +
[[Companions]]
 +
[[Character Defining Actions]]
 +
[[Detective Structures]]
 +
[[Factions]]
 +
[[Melodramatic Structures]]
 +
[[Information Passing]]
 +
[[Cutscenes]]
 +
[[Renamed Patterns]]
 +
[[Game Worlds]]
 +
[[Ephemeral Goals]]
 +
[[Self-Facilitated Games]]
 +
[[Game Masters]]
 +
[[Persistent Game Worlds]]
 +
[[MacGuffins]]
 +
[[Alien Space Bats]]
 +
[[Big Dumb Objects]]
 +
[[Quests]]
 +
[[Character Development]]
 +
[[Traps]]
 +
[[Inaccessible Areas]]
 +
[[Switches]]
 +
[[Controllers]]
 +
[[Clues]]
 +
[[Boss Monsters]]
 +
[[Thematic Consistency]]
 +
[[Temporal Consistency]]
 +
[[Player Characters]]
 +
[[Predictable Consequences]]
 +
[[Privileged Movement]]
 +
[[One-Way Travel]]
 +
[[Scripted Information Sequences]]
 +
[[Gain Competence]]
 +
[[New Abilities]]
 +
[[Sidequests]]
 +
[[Main Quests]]
 +
[[Permadeath]]
 +
[[Player Elimination]]
 +
[[Spawning]]
 +
[[Invulnerabilities]]
 +
[[Conditional Passageways]]
 +
[[Helpers]]
 +
[[Replays]]
 +
[[Procedurally Generated Game Worlds]]
 +
[[Persistent Game World Changes]]
 +
[[Puzzle Solving]]
 +
[[Red Herrings]]
 +
[[Traverse]]
 +
[[Loading Hints]]
 +
[[Feigned Die Rolls]]
 +
[[Quick Time Events]]
 +
[[Scenes]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 09:37, 2 July 2014


Narration Structures of a game that exist before game instances begin.

This pattern is a still a stub.

Examples

http://en.wikipedia.org/wiki/Gamebook

Narration Structures Unwinnable Games Randomness Tension Luck Replayability Dedicated Game Facilitators Levels Characters Freedom of Choice Companions Character Defining Actions Detective Structures Factions Melodramatic Structures Information Passing Cutscenes Renamed Patterns Game Worlds Ephemeral Goals Self-Facilitated Games Game Masters Persistent Game Worlds MacGuffins Alien Space Bats Big Dumb Objects Quests Character Development Traps Inaccessible Areas Switches Controllers Clues Boss Monsters Thematic Consistency Temporal Consistency Player Characters Predictable Consequences Privileged Movement One-Way Travel Scripted Information Sequences Gain Competence New Abilities Sidequests Main Quests Permadeath Player Elimination Spawning Invulnerabilities Conditional Passageways Helpers Replays Procedurally Generated Game Worlds Persistent Game World Changes Puzzle Solving Red Herrings Traverse Loading Hints Feigned Die Rolls Quick Time Events Scenes

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Unwinnable Games Randomness Tension Luck Replayability Dedicated Game Facilitators Levels Characters Freedom of Choice Companions Character Defining Actions Detective Structures Factions Melodramatic Structures Information Passing Cutscenes Renamed Patterns Game Worlds Ephemeral Goals Self-Facilitated Games Game Masters Persistent Game Worlds MacGuffins Alien Space Bats Big Dumb Objects Quests Character Development Traps Inaccessible Areas Switches Controllers Clues Boss Monsters Thematic Consistency Temporal Consistency Player Characters Predictable Consequences Privileged Movement One-Way Travel Scripted Information Sequences Gain Competence New Abilities Sidequests Main Quests Permadeath Player Elimination Spawning Invulnerabilities Conditional Passageways Helpers Replays Procedurally Generated Game Worlds Persistent Game World Changes Puzzle Solving Red Herrings Traverse Loading Hints Feigned Die Rolls Quick Time Events Scenes

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Feigned Die Rolls

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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