Difference between revisions of "Predetermined Story Structures"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
 
PSS is when the design has already decided how the narration structures should be used.
 
PSS is when the design has already decided how the narration structures should be used.
 +
 +
Common story elements related to the physical aspects of [[Game Worlds]] include
 +
[[Alien Space Bats]], [[MacGuffins]],
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[[Traces]],
 +
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[[Inaccessible Areas]],
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[[One-Way Travel]],
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[[Conditional Passageways]],
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 +
[[Levels]],
 +
 +
[[Reconnaissance]],
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[[Quests]],
 +
 +
[[Persistent Game World Changes]] based upon story events is a way to clearly indicate development of the game narration.
 +
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Ability Losses]],  
 
[[Ability Losses]],  
[[Alien Space Bats]],
 
[[Conditional Passageways]],
 
 
[[Controllers]],  
 
[[Controllers]],  
 +
[[Quests]],
 
[[Cutscenes]],  
 
[[Cutscenes]],  
 
[[Factions]],  
 
[[Factions]],  
 
[[Helpers]],  
 
[[Helpers]],  
[[Inaccessible Areas]],
 
 
[[Information Passing]],  
 
[[Information Passing]],  
[[Levels]],
 
[[MacGuffins]],
 
 
[[Main Quests]],  
 
[[Main Quests]],  
[[One-Way Travel]],
 
[[Persistent Game World Changes]],
 
[[Quests]],
 
[[Reconnaissance]],
 
 
[[Rescue]],  
 
[[Rescue]],  
 
[[Scenes]],  
 
[[Scenes]],  
 
[[Scripted Information Sequences]],  
 
[[Scripted Information Sequences]],  
 
[[Sidequests]],  
 
[[Sidequests]],  
[[Traces]],
 
 
[[Traverse]]
 
[[Traverse]]
  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Environmental Storytelling]]
 +
 
[[Big Dumb Objects]],  
 
[[Big Dumb Objects]],  
 
[[Companions]],  
 
[[Companions]],  

Revision as of 15:00, 28 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.

Common story elements related to the physical aspects of Game Worlds include Alien Space Bats, MacGuffins, Traces,

Inaccessible Areas, One-Way Travel, Conditional Passageways,

Levels,

Reconnaissance, Quests,

Persistent Game World Changes based upon story events is a way to clearly indicate development of the game narration.


Can Be Instantiated By

Ability Losses, Controllers, Quests, Cutscenes, Factions, Helpers, Information Passing, Main Quests, Rescue, Scenes, Scripted Information Sequences, Sidequests, Traverse

Clues together with Thematic Consistency

Invulnerabilities together with NPCs

Can Be Modulated By

Environmental Storytelling

Big Dumb Objects, Companions, Dedicated Game Facilitators, Detective Structures, Ephemeral Goals, Factions, Feigned Die Rolls, Freedom of Choice, Game Masters, Helpers, Information Passing, Loading Hints, Melodramatic Structures, New Abilities, Permadeath, Persistent Game Worlds, Privileged Movement, Puzzle Solving, 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, Randomness, Replayability, 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, Alien Space Bats, 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, Ephemeral Goals, Factions, Feigned Die Rolls, Freedom of Choice, Game Masters, Helpers, Information Passing, Loading Hints, Melodramatic Structures, New Abilities, Permadeath, Persistent Game Worlds, Privileged Movement, Puzzle Solving, 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, Randomness, Replayability, Self-Facilitated Games, Unwinnable Games

Death Consequences when these can apply to Characters important to the narrative

History

New pattern created in this wiki.

References

  1. Wikipedia entry for Gamebooks.