Big Dumb Objects
Very large artificial objects in game worlds that provide evidence of powerful entities or groups of individuals.
Games often contain big mysterious objects on a different scale than the players in their game worlds. In science fiction literature, such structures are called Big Dumb Objects, and are used to create a sense of wonder or otherworldliness.
See also the Wikipedia entry[1] for the concept.
Contents
Examples
The majority of the gameplay in the Halo series takes place on the Ringworld-like[2] structures the series are named after.
The White Gold Tower in The Elder Scrolls IV: Oblivion dominates the Imperial City of Cyrodiil, and can be seen from long distances when players travel in the wilderness of the game world.
Using the pattern
Introducing Big Dumb Objects to games consist mainly of deciding who created them, what they look like, and where in the Game Worlds or Levels they are located. As an option, Big Dumb Objects can be so large that they are the actually Game Worlds - the ring structures in the Halo series are examples of this.
Diegetic Aspects
Given their size, and typically mysterious nature, Big Dumb Objects are Diegetically Outstanding Features.
Narrative Aspects
Given how obvious Big Dumb Objects are, they need to be part of Predetermined Story Structures in the form of Environmental Storytelling unless they are going to quite bluntly break Diegetic Consistency.
Consequences
As mentioned above, Big Dumb Objects are examples of Diegetically Outstanding Features of Game Worlds. They also typically help players in performing Navigation since they provide players with a clear point of reference. For this, they also make natural Goal Points for Traverse goals. Since they are visible from long distances, they let players have the Anticipation of reaching them for a long time.
When the Big Dumb Objects are introduced to Game Worlds that otherwise are based on the real world, they do become instances of Alien Space Bats.
Relations
Can Instantiate
Alien Space Bats, Anticipation, Diegetically Outstanding Features, Environmental Storytelling, Goal Points, Traverse
Can Modulate
Game Worlds, Navigation, Levels, Predetermined Story Structures
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
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History
New pattern created in this wiki.
References
Acknowledgements
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