Difference between revisions of "Campaigns"

From gdp3
Jump to: navigation, search
(Relations)
Line 1: Line 1:
 +
[[Category:Subjective Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
Line 16: Line 17:
 
=== Examples ===
 
=== Examples ===
 
[[Left 4 Dead series]]
 
[[Left 4 Dead series]]
 +
 +
[[Advance Wars series]], [[Memoir '44]], and [[Left 4 Dead series]] are examples of non-roleplaying games that have [[Campaigns]].
  
 
== Using the pattern ==
 
== Using the pattern ==
[[Campaigns]] are typically a series of [[Adventures]] or [[Levels]] (for [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]]) and [[:Category:Computer Games|Computer Games]] respectively) that are linked together by a common theme, an overarching [[Quests|Quest]], or a developing narration. They typically make use of [[Summary Updates]] for prologues and epilogues but may also use these between [[Adventures]] to explain changes in setting and events that have occurred between the [[Adventures]].  
+
[[Campaigns]] are typically a series of [[Adventures]] or [[Levels]] (for [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]]) and [[:Category:Computer Games|Computer Games]] respectively) that are linked together by a common theme, an overarching [[Quests|Quest]], or a developing narration. The difference between using [[Adventures]] or [[Levels]] to create [[Campaigns]] depend on the game types, but typically relates to the degree the game state is maintained or reset when changing [[Adventures]] or [[Levels]]. For games using [[Adventures]], with their origins in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], the [[Character Development]] is typically maintained and possibly also how social relations have developed. For games using [[Levels]], the [[Abilities]], [[Powers]], etc. unlocked are typically maintained as well as which [[Weapons]] and how much [[Ammunition]] players have, but not much else.
+
 
[[Campaigns]] in games with [[Game Masters]] can easily be modified by these. This is most often done to react to unexpected actions by players but may also be to fit the [[Campaigns]] in the narration that has been created earlier during gameplay.  
+
[[Campaigns]] typically make use of [[Summary Updates]] for prologues and epilogues but also to provide continuity between [[Adventures]] and [[Levels]] through explaining changes in setting and events that have occurred between the them. Without these, the individual parts can easily be seen as separate entities not related to each other. This can make [[Campaigns]] a [[:Category:Subjective Pattern|Subjective Pattern]], especially for those built upon [[Levels]]. One example of this can be the [[Levels]] in the [[Doom series]] of games, which can be viewed as [[Campaigns]] but given the lack of substantial narration between them would be a weak example at best (it is telling that the official name for the collection of [[Levels]] in these games are episodes).
 +
 
 +
In games with [[Game Masters]], [[Campaigns]] can easily be modified by these. This is most often done to react to unexpected actions by players but may also be to fit the [[Campaigns]] in the narration that has been created earlier during gameplay.  
  
 
For games with [[Achievements]], it is quite common to include specific [[Achievements]] related to completing [[Campaigns]].
 
For games with [[Achievements]], it is quite common to include specific [[Achievements]] related to completing [[Campaigns]].

Revision as of 14:47, 30 October 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Wikipedia has a page for Campaigns[1].

Examples

Left 4 Dead series

Advance Wars series, Memoir '44, and Left 4 Dead series are examples of non-roleplaying games that have Campaigns.

Using the pattern

Campaigns are typically a series of Adventures or Levels (for Tabletop Roleplaying Games) and Computer Games respectively) that are linked together by a common theme, an overarching Quest, or a developing narration. The difference between using Adventures or Levels to create Campaigns depend on the game types, but typically relates to the degree the game state is maintained or reset when changing Adventures or Levels. For games using Adventures, with their origins in Tabletop Roleplaying Games, the Character Development is typically maintained and possibly also how social relations have developed. For games using Levels, the Abilities, Powers, etc. unlocked are typically maintained as well as which Weapons and how much Ammunition players have, but not much else.

Campaigns typically make use of Summary Updates for prologues and epilogues but also to provide continuity between Adventures and Levels through explaining changes in setting and events that have occurred between the them. Without these, the individual parts can easily be seen as separate entities not related to each other. This can make Campaigns a Subjective Pattern, especially for those built upon Levels. One example of this can be the Levels in the Doom series of games, which can be viewed as Campaigns but given the lack of substantial narration between them would be a weak example at best (it is telling that the official name for the collection of Levels in these games are episodes).

In games with Game Masters, Campaigns can easily be modified by these. This is most often done to react to unexpected actions by players but may also be to fit the Campaigns in the narration that has been created earlier during gameplay.

For games with Achievements, it is quite common to include specific Achievements related to completing Campaigns.

Finale Level,

Narration Aspects

Containing structures of narration in games, Campaigns are Narration Patterns.

Consequences

Campaigns are basically Predetermined Story Structures. While they rarely are designed to have Non-Consistent Narration, this can occur in games where several players can interact with each other after having played through the same Campaigns independently of each other.

Relations

Can Instantiate

Predetermined Story Structures

Can Modulate

-

Can Be Instantiated By

Adventures, Levels, Quests

Can Be Modulated By

Achievements, Finale Level, Game Masters, Non-Consistent Narration, Summary Updates

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. Wikipedia entry for Campaigns.

Acknowledgements

-