Difference between revisions of "Game Worlds"
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=== Examples === | === Examples === | ||
+ | |||
+ | Elite, Slaves to Armok II: Dwarf Fortress, Just Cause, Minecraft | ||
== Using the pattern == | == Using the pattern == |
Revision as of 12:40, 20 March 2011
A fictive world in which gameplay takes place.
This pattern is a still a stub.
Examples
Elite, Slaves to Armok II: Dwarf Fortress, Just Cause, Minecraft
Using the pattern
These games offer players the possibility to enter another world, and when these shared fantasies are constructed with care the Emotional Immersion and commitment from the players can be significant. Tabletop roleplaying games create these shared fantasies through Storytelling by the players and the Game Masters. The games usually have loose Narrative Structures with no definite ends, making the tales told by the players and to the players Never Ending Stories. This kind of Storytelling is usually based on the players doing Roleplaying with their Characters. As much of the Storytelling does not have an immediate effect on the state of the Game Worlds, these worlds typically generate significant Extra-Game Actions and Extra-Game Consequences.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Game World that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.