Thematic Consistency
That the characters and objects depicted in a game world are thematically consistent, as is their behavior.
This pattern is a still a stub.
Examples
Using the pattern
A primary design choice that affects Thematic Consistency is what diegetic theme the game has. For games that do not strive to be (initially) historical, this means that the pattern is modulated by Alternative Realities. Examples of games that avoid Alternative Realities are Wargames, both such as Advanced Squad Leader and Rommel in the Desert that focus upon squads or smaller units and grand strategy games such as Diplomacy and the Hearts of Iron series. Another issue is to what level of detail the theme should be implemented and this can make it impossible to satisfy all players that a game has Thematic Consistency - having believable behaviors from Non-Player Characters, or Player Characters for that fact, is one area where expectations can vary wildly between players.
MacGuffins Quests Clues Boss Monsters Traces
Diegetic Consistency is closely related to Thematic Consistency since having Non-Diegetic Features or otherwise breaking the Diegetic Consistency also breaks the Thematic Consistency since these cannot fit diegetic themes. Invisible Walls are interesting game elements in relation to this since they often do not conflict with Diegetic Consistency since they are invisible but can break Thematic Consistency if noticed. Likewise, Inaccessible Areas do not need to break Diegetic Consistency but if there does not exist good thematic explanations why they cannot be reached they break Thematic Consistency.
One aspect of Thematic Consistency is to make the behavior of Agents believable. This requires some form of Enforced Agent Behavior. For Non-Player Characters and other Agents run either by Algorithmic Agents or Dedicated Game Facilitators such as Game Masters it is easy to enforce the behaviors but trying to capture enough nuances of human behavior can require a host of other patterns, including Awareness of Surroundings, Emotional Attachment, Goal-Driven Personal Development, Initiative, Own Agenda, Sense of Self, and Unpredictable Behavior. In fact, making Characters seem to be Agents and not Self-Service Kiosks can be an issue for Thematic Consistency.
While making Events Timed to the Real World can ensure Temporal Consistency, the common use of this pattern to link real world holidays and special events to a game is quite likely to break its Thematic Consistency if the game depicts an Alternative Reality.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Agents, Algorithmic Agents, Characters, Non-Player Characters
Can Be Instantiated By
Awareness of Surroundings, Dedicated Game Facilitators, Diegetic Consistency, Emotional Attachment, Enforced Agent Behavior, Game Masters, Goal-Driven Personal Development, Initiative, Own Agenda, Sense of Self, Unpredictable Behavior
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Inaccessible Areas, Invisible Walls, Non-Diegetic Features
Events Timed to the Real World if Alternative Realities is also used
History
New pattern created in this wiki.
References
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