Difference between revisions of "Feelies"

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== Using the pattern ==
 
== Using the pattern ==
The main design challenges associated with [[Feelies]] is the physical design of them but designing [[Feelies]] also have diegetic and narration aspects.
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The main design challenges associated with [[Feelies]] is the physical design of them but designing [[Feelies]] also have diegetic and narration aspects, for example supporting [[Diegetic Consistency|Diegetic]] and [[Thematic Consistency]]. One particular choice they offer is to give players [[Clues]] or to provide [[Red Herrings]] for them.
 
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[[Red Herrings]]
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[[Clues]]
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[[Diegetic Consistency]]
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[[Thematic Consistency]]
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[[Diegetically Outstanding Features]]
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[[Transmedia Games]]
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== Consequences ==
 
== Consequences ==
[[Feelies]] are basically a type of [[Props]] that exist outside the main medium of a game. While many times [[Feelies]] simply provide extra experiential value to a game, they sometimes also can help gameplay. One example of this is the map of the Underground Empire shipped together with [[Zork I]] which gives some hints to players.
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[[Feelies]] are basically a type of [[Props]] that exist outside the main medium of a game. By doing so they show the simplest way of creating [[Transmedia Games]] and their special status of being physical make them [[Diegetically Outstanding Features]]. They are typically design to support both [[Diegetic Consistency|Diegetic]] and [[Thematic Consistency]].
  
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While many times [[Feelies]] simply provide extra experiential value to a game, they sometimes also can help gameplay. One example of this is the map of the Underground Empire shipped together with [[Zork I]] which gives some hints to players.
  
 
Feelies can arguably be said to provide [[Extra-Game Broadcasting]] when they depict events that have taken place in the game world, e.g. the diary provided with [[Planetfall]].
 
Feelies can arguably be said to provide [[Extra-Game Broadcasting]] when they depict events that have taken place in the game world, e.g. the diary provided with [[Planetfall]].
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Clues]],
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[[Diegetic Consistency]],
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[[Diegetically Outstanding Features]],
 
[[Extra-Game Broadcasting]],  
 
[[Extra-Game Broadcasting]],  
[[Props]]
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[[Props]],
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[[Red Herrings]],
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[[Thematic Consistency]],
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[[Transmedia Games]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 10:47, 1 July 2015

Physical props that are shipped with the games to strengthen the game experience.

Games are typically designed to provide a certain type of experience regarding the game world or gameplay. One way this can be supported outside the game itself is through various props, Feelies, shipped with the games.

Wikipedia has a page describing feelies and GiantBomb has a list of games with Feelies.

Examples

Feelies were most common in Infocom games such as Planetfall and the Zork series. However, they are also packaged with some collector's editions of games, e.g. Dead Rising 2 and the Fallout 4 Pip-Boy Edition.

Using the pattern

The main design challenges associated with Feelies is the physical design of them but designing Feelies also have diegetic and narration aspects, for example supporting Diegetic and Thematic Consistency. One particular choice they offer is to give players Clues or to provide Red Herrings for them.

Consequences

Feelies are basically a type of Props that exist outside the main medium of a game. By doing so they show the simplest way of creating Transmedia Games and their special status of being physical make them Diegetically Outstanding Features. They are typically design to support both Diegetic and Thematic Consistency.

While many times Feelies simply provide extra experiential value to a game, they sometimes also can help gameplay. One example of this is the map of the Underground Empire shipped together with Zork I which gives some hints to players.

Feelies can arguably be said to provide Extra-Game Broadcasting when they depict events that have taken place in the game world, e.g. the diary provided with Planetfall.

Relations

Can Instantiate

Clues, Diegetic Consistency, Diegetically Outstanding Features, Extra-Game Broadcasting, Props, Red Herrings, Thematic Consistency, Transmedia Games

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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