Difference between revisions of "Predetermined Story Structures"
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[[Predictable Consequences]], | [[Predictable Consequences]], | ||
[[PvE]], | [[PvE]], | ||
+ | [[Storytelling]], | ||
[[Tension]] | [[Tension]] | ||
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[[Predictable Consequences]], | [[Predictable Consequences]], | ||
[[PvE]], | [[PvE]], | ||
+ | [[Storytelling]], | ||
[[Tension]] | [[Tension]] | ||
Revision as of 08:19, 13 July 2014
Narration structures whose order presentation in a game exists before game instances begin.
This pattern is a still a stub.
Examples
As books that provide players with gameplay while reading, Gamebooks[1] like The Warlock of Firetop Mountain, Scorpion Swamp, Clash of the Princes, and the Lone Wolf series have Predetermined Story Structures.
Using the pattern
PSS is when the design has already decided how the narration structures should be used.
Can Be Instantiated By
Ability Losses, Conditional Passageways, Controllers, Cutscenes, Factions, Helpers, Inaccessible Areas, Information Passing, Levels, MacGuffins, Main Quests, One-Way Travel, Persistent Game World Changes, Quests, Reconnaissance, Rescue, Scenes, Scripted Information Sequences, Sidequests, Traces, Traverse
Clues together with Thematic Consistency Invulnerabilities together with NPCs
Can Be Modulated By
Big Dumb Objects, Companions, Dedicated Game Facilitators, Detective Structures, Factions, Feigned Die Rolls, Freedom of Choice, Game Masters, Helpers, Information Passing, Loading Hints, Melodramatic Structures, New Abilities, Persistent Game Worlds, Quick Time Events, Red Herrings, Spawning, Summary Updates, Switches, Temporal Consistency, Traps
Diegetic Aspects
Interface Aspects
Narrative Aspects
Predetermined Story Structures is a Narration Pattern.
Consequences
Can Instantiate
Character Defining Actions, Companions, Cutscenes, Narration Structures, Luck, Predictable Consequences, PvE, Storytelling, Tension
with Clues
Gain Information, Gain Ownership
Can Modulate
Alternate Reality Gameplay, Boss Monsters, Characters, Character Development, Freedom of Choice, Gain Competence, Player Characters
Potentially Conflicting With
Freedom of Choice, Persistent Game Worlds, Player Elimination, Procedurally Generated Game Worlds, Self-Facilitated Games, Unwinnable Games
Death Consequences when these can apply to Characters important to the narrative
Relations
Can Instantiate
Character Defining Actions, Companions, Cutscenes, Narration Structures, Luck, Predictable Consequences, PvE, Storytelling, Tension
with Clues
Gain Information, Gain Ownership
Can Modulate
Alternate Reality Gameplay, Boss Monsters, Characters, Character Development, Freedom of Choice, Gain Competence, Player Characters
Can Be Instantiated By
Ability Losses, Conditional Passageways, Controllers, Cutscenes, Factions, Helpers, Inaccessible Areas, Information Passing, Levels, MacGuffins, Main Quests, One-Way Travel, Persistent Game World Changes, Quests, Reconnaissance, Rescue, Scenes, Scripted Information Sequences, Sidequests, Traces, Traverse
Clues together with Thematic Consistency Invulnerabilities together with NPCs
Can Be Modulated By
Big Dumb Objects, Companions, Dedicated Game Facilitators, Detective Structures, Factions, Feigned Die Rolls, Freedom of Choice, Game Masters, Helpers, Information Passing, Loading Hints, Melodramatic Structures, New Abilities, Persistent Game Worlds, Quick Time Events, Red Herrings, Spawning, Summary Updates, Switches, Temporal Consistency, Traps
Possible Closure Effects
-
Potentially Conflicting With
Freedom of Choice, Persistent Game Worlds, Player Elimination, Procedurally Generated Game Worlds, Self-Facilitated Games, Unwinnable Games
Death Consequences when these can apply to Characters important to the narrative
History
New pattern created in this wiki.