Difference between revisions of "Game Instance Stories"

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== Consequences ==
 
== Consequences ==
When [[Game Instance Stories]] are spead to other players, this is an example of [[Trans-Game Information]] and can transfer [[Strategic Knowledge]] between them.
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[[Game Instance Stories]] are [[Extra-Game Consequences]] and can act as foci in [[Multiplayer Games]] for feeling [[Togetherness]] between the players that were involved in them. When [[Game Instance Stories]] are spread to other players, this is an example of [[Trans-Game Information]] and can transfer [[Strategic Knowledge]] between them.
 
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=== Can Instantiate ===
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[[Extra-Game Consequences]],
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[[Togetherness]],
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Extra-Game Consequences]],  
 
[[Extra-Game Consequences]],  
[[Togetherness]],
 
 
[[Trans-Game Information]]
 
[[Trans-Game Information]]
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==== with [[Multiplayer Games]] ====
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[[Togetherness]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 19:36, 4 January 2015

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

This pattern is a still a stub.

Note: This pattern doesn't discuss the act of telling stories as part of gameplay, for that see Storytelling.

Examples

Grand strategy games such as the Crusader Kings and Europa Universalis series have encouraged Game Instance Stories in the form of "after-action reports" present on forums dedicated to the game[1]).

Slaves to Armok II: Dwarf Fortress

The Sims series

The Movies

Battlefield series

Anti-Examples

optional

Using the pattern

Spectacular Failure Enjoyment is one of the few patterns that specifically can support the creation of Game Instance Stories. [Game Instance Stories]] can also emerge spontaneously from games as Extra-Game Actions, for example as Bragging about results.

Can Be Instantiated By

Exceptional Events, Extra-Game Broadcasting, Replays, Speedruns

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Game Instance Stories are Extra-Game Consequences and can act as foci in Multiplayer Games for feeling Togetherness between the players that were involved in them. When Game Instance Stories are spread to other players, this is an example of Trans-Game Information and can transfer Strategic Knowledge between them.

Relations

Can Instantiate

Extra-Game Consequences, Trans-Game Information

with Multiplayer Games

Togetherness

Can Modulate

Strategic Knowledge

Can Be Instantiated By

Bragging, Exceptional Events, Extra-Game Actions, Extra-Game Broadcasting, Replays, Spectacular Failure Enjoyment, Speedruns

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

  1. After-Action Report page on Paradox Interactives website.

Acknowledgements

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