Difference between revisions of "Information Passing"

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=== Examples ===
 
=== Examples ===
In Lies and Seductions<ref name="Lankoski2010"/> finding out that a non-player character, Ed, is a good poker player, but becomes legless when drunk, reveals the possible strategy to win money from Ed.
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In Lies and Seductions<ref name="Lankoski2010"/> players can find out that a non-player character, Ed, is a good poker player but becomes legless when drunk through talking to other characters, and thereby uncover the possible game strategy to win money from Ed.
  
 
Players of the [[Thief series]] of games receive new goals, or have current goals canceled, as their characters overheard discussions.
 
Players of the [[Thief series]] of games receive new goals, or have current goals canceled, as their characters overheard discussions.
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Characters in the [[Sim series]] can quickly become friends or enemies depending on what they heard them saying.
  
 
== Using the pattern ==
 
== Using the pattern ==
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[[Clues]] but equally well to create [[Red Herrings]].
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Conversation can include [[Clues]] or trigger [[Predefined Goals]] to link information in the conversation to the gameplay.
 
Conversation can include [[Clues]] or trigger [[Predefined Goals]] to link information in the conversation to the gameplay.
  

Revision as of 09:49, 2 September 2010

The passing, from a character to another, of information having influence on the gameplay.

One or more characters are talking. The information perceived could trigger new goals, add action possibilities, or improve changes to make good choices.

Examples

In Lies and Seductions[1] players can find out that a non-player character, Ed, is a good poker player but becomes legless when drunk through talking to other characters, and thereby uncover the possible game strategy to win money from Ed.

Players of the Thief series of games receive new goals, or have current goals canceled, as their characters overheard discussions.

Characters in the Sim series can quickly become friends or enemies depending on what they heard them saying.

Using the pattern

Clues but equally well to create Red Herrings.


Conversation can include Clues or trigger Predefined Goals to link information in the conversation to the gameplay.

Factions

Gossip

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Conversation becomes more tightly integrated with the Character-Driven Game Design gameplay and they can be used to tie the gameplay and the Narrative Structures together.

Typically, a game event of containing Information Passing results in information being gained by players also, although it may not be the same information or only the knowledge that information has been passed. When information is revealed, this may cause Surprises and the unfolding of Narrative Structures but regardless of this, the event may be sufficient to complete Gain Information goals.

Whenever the event gives information not only to characters but also to players, this makes the pattern incompatible with Perfect Information.

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

An updated version of the pattern Faction, first introduced in Lankoski 2010[1].

References

  1. 1.0 1.1 Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101.