Big Dumb Objects
The one-sentence "definition" that should be in italics.
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
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
Anticipation Game Worlds Levels
Big Dumb Objects, e.g. the ring structures in the Halo series, can be so large that they are the actually Game Worlds.
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 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.
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
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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