Difference between revisions of "Game Instance Stories"
Line 45: | Line 45: | ||
== Consequences == | == Consequences == | ||
− | When [[Game Instance Stories]] are | + | [[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 == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Extra-Game Consequences]], | [[Extra-Game Consequences]], | ||
− | |||
[[Trans-Game Information]] | [[Trans-Game Information]] | ||
+ | |||
+ | ==== with [[Multiplayer Games]] ==== | ||
+ | [[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.
Contents
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
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
Can Modulate
Can Be Instantiated By
Bragging, Exceptional Events, Extra-Game Actions, Extra-Game Broadcasting, Replays, Spectacular Failure Enjoyment, Speedruns
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
Acknowledgements
-