Game Instance Stories
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Note: This pattern doesn't discuss the act of telling stories as part of gameplay, for that see Storytelling.
Contents
[hide]Examples
Grand strategy games such as the Crusader Kings and Europa Universalis series have encouraged Game Instance Stories in the form of "after-action reports" present on forums dedicated to the game[1]).
Slaves to Armok II: Dwarf Fortress
Anti-Examples
optional
Using the pattern
Spectacular Failure Enjoyment is one of the few patterns that specifically can support the creation of Game Instance Stories. [Game Instance Stories]] can also emerge spontaneously from games as Extra-Game Actions, for example as Bragging about results.
Can Be Instantiated By
Exceptional Events, Extra-Game Broadcasting, Replays, Speedruns
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
When Game Instance Stories are spead to other players, this is an example of Trans-Game Information and can transfer Strategic Knowledge between them.
Can Instantiate
Extra-Game Consequences, Togetherness,
Relations
Can Instantiate
Extra-Game Consequences, Togetherness, Trans-Game Information
Can Modulate
Can Be Instantiated By
Bragging, Exceptional Events, Extra-Game Actions, Extra-Game Broadcasting, Replays, Spectacular Failure Enjoyment, Speedruns
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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