Non-Consistent Narration

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Story-telling in a game which is not internally consistent.

Many games do provide narration of events as gameplay progresses. However, in some games - especially massively multiplayer online games - parts of the narration is used several times either to different players or to the same players. This causes the games to have Non-Consistent Narration in that events that have taken place in the game world are ignore by the games' own narrations.

Examples

The quests in Category:Massively Multiplayer Games often create Non-Consistent Narration since they are given to any players that meet certain progress requirements, and this may include giving the same quests several times to players. Examples of games where this happens include DragonMud, Everquest, and World of Warcraft.

Anti-Examples

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Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Non-Consistent Narration is a Narration Pattern.

Consequences

Repeated use of the same story structures causes Non-Consistent Narration to limit players from having an Exaggerated Perception of Influence. This since their part of a game's narration is reduced (although players may reap many other advantages related to gameplay functionality or social status from being involved in these story structures).

As soon as part of the Non-Consistent Narration is done through Dialogues, the pattern is very likely to make Thematically Consistent Dialogues impossible in that those participating in the Dialogues are ignoring that they have already said these things before.

Relations

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Exaggerated Perception of Influence, Thematically Consistent Dialogues

History

New pattern created in this wiki.

References

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Acknowledgements

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