Difference between revisions of "Narration Structures"

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(Examples)
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=== Examples ===
 
=== Examples ===
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Records of game instances of [[Chess]] can be seen as [[Narration Structures]] but this may be even more apparent when the chess pieces are presented as characters. "Through the Looking-Glass"<ref name="alice"/> by Lewis Carroll is an example of this although some artistic freedom is taken in the alternation of players moving.
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====

Revision as of 09:52, 29 July 2014

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

This pattern is a still a stub. Until then, Predetermined Story Structures provides many aspects relevant to Narration Structures in general.


NOTE: Many of the patterns linking to this should be re-linked to Predetermined Story Structures.

Examples

Records of game instances of Chess can be seen as Narration Structures but this may be even more apparent when the chess pieces are presented as characters. "Through the Looking-Glass"[1] by Lewis Carroll is an example of this although some artistic freedom is taken in the alternation of players moving.

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Narration Structures is a Narration Pattern.

Consequences

Relations

Can Instantiate

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with ...

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

An revised version of the pattern Narrative Structures that was part of the original collection in the book Patterns in Game Design[2]. Large aspects of it has been refactored to be part of Predetermined Story Structures.

References

  1. Cite error: Invalid <ref> tag; no text was provided for refs named alice
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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