Difference between revisions of "Game Instance Stories"

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[[Category:Narration Patterns]]
 
[[Category:Dynamic Patterns]]
 
[[Category:Dynamic Patterns]]
 
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[[Category:Patterns]]

Revision as of 13:15, 2 January 2015

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

This pattern is a still a stub.

Note: This pattern doesn't discuss the act of telling stories as part of gameplay, for that see Storytelling.

Examples

Grand strategy games such as the Crusader Kings and Europa Universalis series have encouraged Game Instance Stories in the form of "after-action reports" present on forums dedicated to the game[1]).

Slaves to Armok II: Dwarf Fortress

The Sims series

The Movies

Battlefield series

Anti-Examples

optional

Using the pattern

Spectacular Failure Enjoyment is one of the few patterns that specifically can support this type of Storytelling. Storytelling can also emerge spontaneously from games as Extra-Game Actions, for example as Bragging about results. In this case, Storytelling passes Trans-Game Information between players including possibly Strategic Knowledge.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Extra-Game Consequences, Togetherness, Trans-Game Information

Can Modulate

Strategic Knowledge

Can Be Instantiated By

Bragging, Exceptional Events, Extra-Game Actions, Extra-Game Broadcasting, Gameplay Recording, Spectacular Failure Enjoyment, Speedruns

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

  1. After-Action Report page on Paradox Interactives website.

Acknowledgements

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