Difference between revisions of "Information Passing"

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Revision as of 09:22, 2 September 2010

The passing, from a character to another, of information having influence on the gameplay. One or more characters are talking. The information perceived could trigger new goals, add action possibilities, or improve changes to make good choices.

Examples

In Lies and Seductions[1] finding out that a non-player character, Ed, is a good poker player, but becomes legless when drunk, reveals the possible strategy to win money from Ed.

New goals are triggered or the current goals are canceled based on an overheard discussion in Thief Deadly Shadows (Ion Storm, 2005).

Using the pattern

Conversation can include Clues (Björk, Holopainen, 2005) or trigger Predefined Goals (Björk, Holopainen, 2005) to link information in the conversation to the gameplay.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Perfect Information


Conversation becomes more tightly integrated with the Character-Driven Game Design gameplay and they can be used to tie the gameplay and the Narrative Structures (Björk, Holopainen, 2005) together.

Typically, a game event of containing Information Passing results in information being gained by players also, although it may not be the same information or only the knowledge that information has been passed. Regardless, this may be sufficient to achieve Gain Information goals.


Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

An updated version of the pattern Faction, first introduced in Lankoski 2010[1].

References

  1. 1.0 1.1 Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101.