Difference between revisions of "Information Passing"
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=== Examples === | === Examples === | ||
− | In Lies and Seductions<ref name="Lankoski2010"/> | + | 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.
Contents
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.
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].