Campaigns
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Wikipedia has a page for Campaigns[1].
Contents
Examples
While Campaigns are its origins in War Games, they are more often used in Tabletop Roleplaying Games.
Advance Wars series, Memoir '44, and Left 4 Dead series are examples of non-roleplaying games that have Campaigns.
Using the pattern
Campaigns are typically a series of Adventures or Levels (for Tabletop Roleplaying Games) and Computer Games respectively) that are linked together by a common theme, an overarching Quest, or a developing narration. The difference between using Adventures or Levels to create Campaigns depend on the game types, but typically relates to the degree the game state is maintained or reset when changing Adventures or Levels. For games using Adventures, with their origins in Tabletop Roleplaying Games, the Character Development is typically maintained and possibly also how social relations have developed. For games using Levels, the Abilities, Powers, etc. unlocked are typically maintained as well as which Weapons and how much Ammunition players have, but not much else.
Campaigns typically make use of Summary Updates for prologues and epilogues but also to provide continuity between Adventures and Levels through explaining changes in setting and events that have occurred between the them. Without these, the individual parts can easily be seen as separate entities not related to each other. This can make Campaigns a Subjective Pattern, especially for those built upon Levels. One example of this can be the Levels in the Doom series of games, which can be viewed as Campaigns but given the lack of substantial narration between them would be a weak example at best (it is telling that the official name for the collection of Levels in these games are episodes).
In games with Game Masters, Campaigns can easily be modified by these. This is most often done to react to unexpected actions by players but may also be to fit the Campaigns in the narration that has been created earlier during gameplay.
For games with Achievements, it is quite common to include specific Achievements related to completing Campaigns.
Narration Aspects
Containing structures of narration in games, Campaigns are Narration Patterns.
Consequences
Campaigns are basically Predetermined Story Structures. While they rarely are designed to have Non-Consistent Narration, this can occur in games where several players can interact with each other after having played through the same Campaigns independently of each other.
Relations
Can Instantiate
Predetermined Story Structures
Can Modulate
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Can Be Instantiated By
Can Be Modulated By
Achievements, Finale Level, Game Masters, Non-Consistent Narration, Summary Updates
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
Acknowledgements
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