Melodramatic Structures
From gdp3
Revision as of 10:35, 4 August 2011 by Staffan Björk (Talk | contribs) (moved Melodramatic Structure to Melodramatic Structures)
Narration structures in games which allow players or spectators to know more than any individual diegetic person.
This pattern is a still a stub.
The idea of alignment patterns is based on Smith’s structures of alignment. Smith differentiates detective narration and melodramatic narration as typical alignment structure. In detective narration, knowledge is restricted to a protagonist, while in melodramatic narration the viewer knows more than any single character.[1]
Examples
Using the pattern
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 Melodramtic Structure that was first described in the PhD thesis Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement[2].
References
- ↑ Smith, M. (1995). Engaging Characters: Fiction, Emotion, and the Cinema. Pages 152–153. New York: Oxford University Press.
- ↑ Lankoski, P. (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. PhD thesis at Aalto University. Publication Series of the School of Art and Design A 101.