Difference between revisions of "Narration Structures"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
[[Narrative Engrossment]]
 
[[Player-Generated Narratives]]
 
[[Creative Control]]
 
[[Emergent Gameplay]]
 
[[Player-Constructed Worlds]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Internal Rivalry]],  
 
[[Internal Rivalry]],  
 +
[[Narrative Engrossment]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Characters]],  
 
[[Characters]],  
 
[[Construction]],  
 
[[Construction]],  
 +
[[Emergent Gameplay]],
 
[[Enemies]],  
 
[[Enemies]],  
 
[[Game Items]],  
 
[[Game Items]],  
 
[[MacGuffins]],  
 
[[MacGuffins]],  
 
[[Non-Player Characters]],  
 
[[Non-Player Characters]],  
 +
[[Player-Constructed Worlds]],
 +
[[Player-Generated Narratives]],
 
[[Predetermined Story Structures]],  
 
[[Predetermined Story Structures]],  
 
[[Scenes]],  
 
[[Scenes]],  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Character Development]],  
 
[[Character Development]],  
 +
[[Creative Control]],
 
[[Dedicated Game Facilitators]],  
 
[[Dedicated Game Facilitators]],  
 
[[Diegetically Outstanding Features]],  
 
[[Diegetically Outstanding Features]],  

Revision as of 15:40, 31 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

Can Instantiate

Internal Rivalry, Narrative Engrossment

Can Modulate

-

Can Be Instantiated By

Agents, Algorithmic Agents, Alien Space Bats, Betrayal, Character Defining Actions, Character Development, Characters, Construction, Emergent Gameplay, Enemies, Game Items, MacGuffins, Non-Player Characters, Player-Constructed Worlds, Player-Generated Narratives, Predetermined Story Structures, Scenes, Social Dilemmas, Speedruns, Storytelling,

Can Be Modulated By

Character Development, Creative Control, Dedicated Game Facilitators, Diegetically Outstanding Features, Focus Loci, Game Element Insertion, Game Masters, Inaccessible Areas, Non-Consistent Narration, Non-Player Characters, Open Destiny, Player-Created Characters, 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

-