Game Instance Stories

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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.

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

The Sims series

The Movies

Battlefield series

Anti-Examples

optional

Using the pattern

Any game instance can be the starting point for Game Instance Stories so designing for this pattern relates most to supporting players in wanting to create them, helping them remember or retell them, or increasing the likelihood that game instances will have noteworthy events in them. The last of these is most typically done through designing for Exceptional Events, and Spectacular Failure Enjoyment is one of the few patterns that specifically can support the creation of Game Instance Stories through this. Speedruns is another, since this encourages players to preserve successful game instances and also let other see these. [Game Instance Stories]] can also emerge spontaneously from games as Extra-Game Actions, for example as Bragging about results. Replays can help players with the actual recording of Game Instance Stories while Extra-Game Broadcasting can help them transmit these stories either during gameplay or after it has been concluded.

Narration Aspects

Game Instance Stories is a Narration Pattern.

Consequences

Game Instance Stories are Extra-Game Consequences and can act as foci in Multiplayer Games for feeling Togetherness between the players that were involved in them. When Game Instance Stories are spread to other players, this is an example of Trans-Game Information and can transfer Strategic Knowledge between them.

Relations

Can Instantiate

Extra-Game Consequences, Trans-Game Information

with Multiplayer Games

Togetherness

Can Modulate

Strategic Knowledge

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

  1. After-Action Report page on Paradox Interactives website.

Acknowledgements

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