Difference between revisions of "Narration Structures"

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(Relations)
(Relations)
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[[Game Worlds]],  
 
[[Game Worlds]],  
 
[[Ephemeral Goals]],  
 
[[Ephemeral Goals]],  
[[Speedruns]],
 
 
[[Self-Facilitated Games]],  
 
[[Self-Facilitated Games]],  
[[Game Masters]],
 
[[Construction]],
 
[[Pottering]],
 
[[MacGuffins]],
 
[[Alien Space Bats]],
 
[[Quests]],
 
[[Loot]],
 
[[Game Items]],
 
[[Character Development]],
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Alien Space Bats]],
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[[Character Development]],
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[[Construction]],
 +
[[Game Items]],
 +
[[MacGuffins]],
 
[[Scenes]],  
 
[[Scenes]],  
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[[Speedruns]],
 
[[Storytelling]],  
 
[[Storytelling]],  
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Character Development]],
 
[[Focus Loci]],  
 
[[Focus Loci]],  
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[[Game Masters]],
 
[[Inaccessible Areas]],  
 
[[Inaccessible Areas]],  
 
[[Non-Consistent Narration]],  
 
[[Non-Consistent Narration]],  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Pottering]],
  
 
== History ==
 
== History ==

Revision as of 22:45, 30 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.


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. Another example is that Samuel Beckett includes an annotated Chess record in the novel "Murphy"[2], and "Reunion"[3] (a project by among others John Cage and Marcel Duchamp) used the structures emerging from Chess game instances to create music.

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Narration Structures is a Narration Pattern.

Consequences

Relations

Unwinnable Games, Betrayal, Game Element Insertion, Dedicated Game Facilitators, Challenging Gameplay, Agents, Open Destiny, Algorithmic Agents, Levels, Non-Player Characters, Characters, Enemies, Diegetically Outstanding Features, Predetermined Story Structures, Social Dilemmas, Character Defining Actions, Internal Rivalry, Player-Created Characters, Cutscenes, Renamed Patterns, Game Worlds, Ephemeral Goals, Self-Facilitated Games,

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

Alien Space Bats, Character Development, Construction, Game Items, MacGuffins, Scenes, Speedruns, Storytelling,

Can Be Modulated By

Character Development, Focus Loci, Game Masters, Inaccessible Areas, Non-Consistent Narration, Thematic Consistency,

Possible Closure Effects

-

Potentially Conflicting With

Pottering,

History

An revised version of the pattern Narrative Structures that was part of the original collection in the book Patterns in Game Design[4]. Large aspects of it has been refactored to be part of Predetermined Story Structures.

References

  1. Entry for "Through the Looking-Glass" on Wikipedia.
  2. Entry for the novel "Murphy" on Wikipedia.
  3. Information about the original and digital form of "Reunion" of the web site johncage.org.
  4. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-