Predetermined Story Structures
Narration structures whose order presentation in a game exists before game instances begin.
This pattern is a still a stub.
Examples
http://en.wikipedia.org/wiki/Gamebook
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
PSS is when the design has already decided how the narration structures should be used.
-- existing patterns to find relations from --- Companions Character Defining Actions Detective Structures Factions Melodramatic Structures Information Passing
Can Instantiate
Cutscenes, Narration Structures, Luck, Predictable Consequences, PvE, Tension
with Clues
Gain Information, Gain Ownership
Can Modulate
Alternate Reality Gameplay, Boss Monsters, Characters, Character Development, Freedom of Choice, Gain Competence, Player Characters
Can Be Instantiated By
Ability Losses, Conditional Passageways, Controllers, Cutscenes, Helpers, Inaccessible Areas, Levels, MacGuffins, Main Quests, One-Way Travel, Persistent Game World Changes, Quests, Reconnaissance, Rescue, Scenes, Scripted Information Sequences, Sidequests, Traces, Traverse
Clues together with Thematic Consistency Invulnerabilities together with NPCs
Can Be Modulated By
Big Dumb Objects, Dedicated Game Facilitators, Feigned Die Rolls, Freedom of Choice, Game Masters, Helpers, Loading Hints, New Abilities, Persistent Game Worlds, Quick Time Events, Red Herrings, Spawning, Summary Updates, Switches, Temporal Consistency, Traps
Possible Closure Effects
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Potentially Conflicting With
Freedom of Choice, Persistent Game Worlds, Player Elimination, Procedurally Generated Game Worlds, Self-Facilitated Games, Unwinnable Games
Death Consequences when these can apply to Characters important to the narrative
History
New pattern created in this wiki.
References
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