Difference between revisions of "Environmental Storytelling"

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== Using the pattern ==
 
== Using the pattern ==
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[[Narration Structures]]
  
 
[[Freedom of Choice]]
 
[[Freedom of Choice]]

Revision as of 17:32, 17 April 2011

Storytelling that occurs through movement and exploration of an environment.


This pattern is a still a stub.

Examples

The Bioshock series, as well as Fallout 3, and Fallout: New Vegas all provide places where things and effects on the environment give hints of what has happened earlier. In many cases there are related things and effects in other places of the game world, and players that find these can piece together possible narratives.

Using the pattern

Narration Structures

Freedom of Choice

Puzzle Solving

Levels Characters Diegetically Outstanding Features Game Worlds Big Dumb Objects Environmental Effects Props Landmarks

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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