Difference between revisions of "Contextualization"

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=== Examples ===
 
=== Examples ===
 
==== Anti-Examples ====
 
optional
 
  
 
== Using the pattern ==
 
== Using the pattern ==
 
+
The prime design questions regarding the use of [[Contextualization]] is when the [[Scenes]] the contextualize should be initialized.
=== Diegetic Aspects ===
+
 
+
=== Interface Aspects ===
+
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
 +
[[Contextualization]] is a [[:Category:Narration Patterns|Narration Pattern]].
  
 
== Consequences ==
 
== Consequences ==
 
[[Contextualization]] is a [[Meta-Techniques|Meta-Technique]] using whole [[Scenes]] as its format, thereby both creating [[Scenes]] and modifying existing ones. It can easily break [[Temporal Consistency]] by having the [[Scenes]] take place in the past or future of what is "currently" happening in a game instance.  
 
[[Contextualization]] is a [[Meta-Techniques|Meta-Technique]] using whole [[Scenes]] as its format, thereby both creating [[Scenes]] and modifying existing ones. It can easily break [[Temporal Consistency]] by having the [[Scenes]] take place in the past or future of what is "currently" happening in a game instance.  
 +
 +
The use of the pattern modifies players possibility of [[Enactment]] in that they can portray [[Characters]] at other times or even other [[Characters]] that are relevant to the narration.
  
 
== Relations ==
 
== Relations ==
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Characters]],
 +
[[Enactment]],
 
[[Scenes]]
 
[[Scenes]]
  

Revision as of 18:01, 5 July 2014

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

This pattern is a still a stub.

Examples

Using the pattern

The prime design questions regarding the use of Contextualization is when the Scenes the contextualize should be initialized.

Narrative Aspects

Contextualization is a Narration Pattern.

Consequences

Contextualization is a Meta-Technique using whole Scenes as its format, thereby both creating Scenes and modifying existing ones. It can easily break Temporal Consistency by having the Scenes take place in the past or future of what is "currently" happening in a game instance.

The use of the pattern modifies players possibility of Enactment in that they can portray Characters at other times or even other Characters that are relevant to the narration.

Relations

Can Instantiate

Meta-Techniques, Scenes

Can Modulate

Characters, Enactment, Scenes

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Temporal Consistency

History

New pattern created in this wiki. However, the concept was first introduced as "contextualisation" by Wrigstad in 2008[1].

References

  1. Wrigstad, T. 2008. Nuts and Bolts of Jeepform. Playground Worlds.

Acknowledgements

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