Difference between revisions of "Big Dumb Objects"

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== Consequences ==
 
== 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. For this, they also make natural [[Goal Points]] for [[Traverse]] goals. Since they are visible from long distances, they let players have the [[Anticipation]] of reaching them for a long time.
+
As mentioned above, [[Big Dumb Objects]] are examples of [[Diegetically Outstanding Features]] of [[Game Worlds]]. They also typically help players in performing [[Game World Navigation]] since they provide players with a clear point of reference. For this, they also make natural [[Goal Points]] for [[Traverse]] goals. Since they are visible from long distances, they let players have the [[Anticipation]] of reaching them for a long time.
  
 
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]].
 
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]].
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Game World Navigation]],
 
[[Game Worlds]],  
 
[[Game Worlds]],  
[[Navigation]],
 
 
[[Levels]],  
 
[[Levels]],  
 
[[Predetermined Story Structures]]
 
[[Predetermined Story Structures]]

Revision as of 13:35, 4 April 2011

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

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

Introducing Big Dumb Objects to games consist mainly of deciding who created them, what they look like, and where in the Game Worlds or Levels they are located. As an option, Big Dumb Objects can be so large that they are the actually Game Worlds - the ring structures in the Halo series are examples of this.

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 in the form of Environmental Storytelling 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 Game World Navigation since they provide players with a clear point of reference. For this, they also make natural Goal Points for Traverse goals. Since they are visible from long distances, they let players have the Anticipation of reaching them for a long time.

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, Environmental Storytelling, Goal Points, Traverse

Can Modulate

Game World Navigation, Game Worlds, Levels, Predetermined Story Structures

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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

Acknowledgements

-