Props
Diegetic elements of game worlds that have no gameplay enabled through them.
Games with Game Worlds rarely can let players interact in all conceivably possible ways with all objects they logically should contain, both for production reasons and for wanting to focus the gameplay towards certain activities. To still let the objects be present, this can be solved by having Props, objects that either cannot be interacted with or only has non-vital information connected to them.
Contents
Examples
Trees are a common example of Props found for example in the Super Mario series, the Elder Scrolls series, and the Dragon Age series ( Minecraft, the Crysis series, the Just Cause series, and the Warcraft series are examples of games where the trees provide gameplay functionality).
Buildings players cannot enter are another common type of Props, often outnumbering the ones that can be entered for game worlds that include cities. Besides the games mentioned above regarding trees, games with this type of Props include the Grand Theft Auto series and the Assassin's Creed series (here the Just Cause series used Props).
Backgrounds that provide the farthest one can see in game worlds can be seen as a type of Prop. These are very common in 3D games (called skyboxes[1])
in e.g. the Quake series, the Halo series
Using the pattern
As a pattern mostly related to diegetic and narration aspects, the most important design choices for Props relate to this areas. While Props do not have to exist inside Game Worlds or Levels, those that do naturally need to be given a location. Big Dumb Objects are Props and can therefore be used to instantiate the pattern in a game.
Even if Props have no gameplay directly facilitated through them they can affect gameplay in a couple of ways. They can affect Movement and Maneuvering by being designed to provide Clues, Traces, and Landmarks, or be Red Herrings that appear to be any of the former. They can of course also be Obstacles that block Movement and can be crashed into if diegetically plausible.
Unlike their use in theater and movies, Props are rarely Game Items that can be picked up or moved. This since this is gameplay activities and may affect gameplay-related aspects such as Inventories.
Diegetic Aspects
Jonas' avhandling
Props can be designed to be Diegetically Outstanding Features through their size, shape, or texture, and this may be appropriate if they are supposed to function as Clues, Traces, and Landmarks.
Interface Aspects
Narrative Aspects
Narration Structures Environmental Storytelling Cutscenes
Consequences
When Props are designed so they provide Clues, Traces, and Landmarks they also help Game World Navigation (when they are Red Herrings they can of course instead making this harder).
While Props cannot individually enable Narration Structures, they can modulate them or create them through being part of Environmental Storytelling.
Relations
Can Instantiate
Clues, Environmental Storytelling, Landmarks, Red Herrings, Traces
with ...
Can Modulate
Game World Navigation, Narration Structures
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
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