Difference between revisions of "Predetermined Story Structures"
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[[Reconnaissance]], | [[Reconnaissance]], | ||
[[Quests]], | [[Quests]], | ||
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+ | [[Environmental Storytelling]] | ||
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+ | mod | ||
+ | [[Big Dumb Objects]], | ||
+ | [[Switches]], | ||
+ | [[Traps]] | ||
[[Persistent Game World Changes]] based upon story events is a way to clearly indicate development of the game narration. | [[Persistent Game World Changes]] based upon story events is a way to clearly indicate development of the game narration. | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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[[Companions]], | [[Companions]], | ||
[[Dedicated Game Facilitators]], | [[Dedicated Game Facilitators]], | ||
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[[Spawning]], | [[Spawning]], | ||
[[Summary Updates]], | [[Summary Updates]], | ||
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[[Temporal Consistency]], | [[Temporal Consistency]], | ||
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[[Controllers]], | [[Controllers]], | ||
[[Cutscenes]], | [[Cutscenes]], | ||
+ | [[Environmental Storytelling]], | ||
[[Factions]], | [[Factions]], | ||
[[Helpers]], | [[Helpers]], |
Revision as of 15:04, 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,
mod Big Dumb Objects, Switches, Traps
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
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, Temporal Consistency,
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, Environmental Storytelling, 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.