Difference between revisions of "Environmental Storytelling"

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=== Examples ===
 
=== Examples ===
The [[Bios'hock 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.
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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 ==
 
== Using the pattern ==
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<ref name="robertson">Robertson, M. '' Stop Wasting My Time and Your Money: Why Your Game Doesn’t Need a Story to be a Hit'' [http://lookspring.co.uk/quick-and-dirty-slides Presentation] at GDC 2009.</ref>
 
<ref name="robertson">Robertson, M. '' Stop Wasting My Time and Your Money: Why Your Game Doesn’t Need a Story to be a Hit'' [http://lookspring.co.uk/quick-and-dirty-slides Presentation] at GDC 2009.</ref>
 
</references>
 
</references>
 
 
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 17:50, 17 April 2011

Storytelling that occurs through movement and exploration of an environment.

For more on Environmental Storytelling, see articles on Gamasutra[1], presentations at Game Developers' Conference[2][3], and Game Design as Narrative Architecture by Jenkins[4].

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

Characters Diegetically Outstanding Features Big Dumb Objects Environmental Effects Props Landmarks

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Environmental Storytelling is a way for games to have Narration Structures integrated into Levels and Game Worlds.

Puzzle Solving Freedom of Choice

Relations

Can Instantiate

Freedom of Choice, Narration Structures, Puzzle Solving

Can Modulate

Game Worlds, Levels

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Gamasutra article about environmental storytelling..
  2. Robertson, M. Stop Wasting My Time and Your Money: Why Your Game Doesn’t Need a Story to be a Hit Presentation at GDC 2009.
  3. Smith, H. & Worch, M. “What Happened Here?” – Environmental Storytelling. Presentation at GDC 2010.
  4. Jenkins, H. article Game Design as Narrative Architecture.

Acknowledgements

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