Difference between revisions of "Big Dumb Objects"

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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
''The one-sentence "definition" that should be in italics.''
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''Very large artificial objects in game worlds that provide evidence of powerful entities or groups.''
  
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  
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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 create a sense of wonder or otherworldliness.
  
 
See also the Wikipedia entry<ref name="wiki"/> for the concept.
 
See also the Wikipedia entry<ref name="wiki"/> for the concept.

Revision as of 19:37, 19 March 2011

Very large artificial objects in game worlds that provide evidence of powerful entities or groups.

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 create a sense of wonder or otherworldliness.

See also the Wikipedia entry[1] for the concept.

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

  1. Wikipedia entry for Big Dumb Object.
  2. Wikipedia [ entry] for Ringworld.

Acknowledgements

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