Narration Structures
The one-sentence "definition" that should be in italics.
This pattern is a still a stub. Until then, Predetermined Story Structures provides many aspects relevant to Narration Structures in general.
Contents
Examples
Records of game instances of Chess can be seen as Narration Structures but this may be even more apparent when the chess pieces are presented as characters. "Through the Looking-Glass"[1] by Lewis Carroll is an example of this although some artistic freedom is taken in the alternation of players moving. Another example is that Samuel Beckett includes an annotated Chess record in the novel "Murphy"[2], and "Reunion"[3] (a project by among others John Cage and Marcel Duchamp) used the structures emerging from Chess game instances to create music.
Using the pattern
Narration Structures in games can both be created or told as gameplay evolves. Emergent Gameplay, Player-Constructed Worlds, and Player-Generated Narratives are all patterns to support the former while the use of Predetermined Story Structures is the primary way in which narratives are revealed through the gameplay. Dedicated Game Facilitators can be used to not only reveal or present Predetermined Story Structures as appropriate, they can be used to choose between different ones depending on context. In addition, they can create new Narration Structures as needed if they have the right abilities; Game Masters naturally do but computer-based ones need algorithms to create new structures.
Having game elements that can carry the Narration Structures is a requirement for the pattern. Most essential is the presence of Characters that can have goals and Agents that can perform actions in accordance to these; Player Characters and Algorithmic Agents can create structures during gameplay, so together with Dedicated Game Facilitators the process can become a joint one.
Can Instantiate
Can Be Instantiated By
Alien Space Bats, Betrayal, Character Defining Actions, Character Development, Construction, Enemies, Game Items, MacGuffins, Non-Player Characters, Scenes, Social Dilemmas, Speedruns, Storytelling,
Can Be Modulated By
Character Development, Creative Control, Diegetically Outstanding Features, Focus Loci, Game Element Insertion, Inaccessible Areas, Non-Consistent Narration, Non-Player Characters, Open Destiny, Player-Created Characters, Thematic Consistency,
Games that support Pottering at least partly work against Narration Structures since the Pottering activity specifically does not result in noteworthy events.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Narration Structures is a Narration Pattern.
Consequences
Narration Structures of any type in a game offers a chance for players' to have Narrative Engrossment.
Relations
Can Instantiate
Internal Rivalry, Narrative Engrossment
Can Modulate
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Can Be Instantiated By
Agents, Algorithmic Agents, Alien Space Bats, Betrayal, Character Defining Actions, Character Development, Characters, Construction, Emergent Gameplay, Enemies, Game Items, MacGuffins, Non-Player Characters, Player Characters, Player-Constructed Worlds, Player-Generated Narratives, Predetermined Story Structures, Scenes, Social Dilemmas, Speedruns, Storytelling
Can Be Modulated By
Character Development, Creative Control, Dedicated Game Facilitators, Diegetically Outstanding Features, Focus Loci, Game Element Insertion, Game Masters, Inaccessible Areas, Non-Consistent Narration, Non-Player Characters, Open Destiny, Player-Created Characters, Thematic Consistency
Possible Closure Effects
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Potentially Conflicting With
History
An revised version of the pattern Narrative Structures that was part of the original collection in the book Patterns in Game Design[4]. Large aspects of it has been refactored to be part of Predetermined Story Structures.
References
- ↑ Entry for "Through the Looking-Glass" on Wikipedia.
- ↑ Entry for the novel "Murphy" on Wikipedia.
- ↑ Information about the original and digital form of "Reunion" of the web site johncage.org.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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