Difference between revisions of "Narration Structures"

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== Using the pattern ==
 
== Using the pattern ==
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[[Narration Structures]] in games can both be created or told as gameplay evolves. 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Internal Rivalry]],  
 
[[Internal Rivalry]],  
[[Narrative Engrossment]]
 
 
=== Can Modulate ===
 
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Thematic Consistency]],  
 
[[Thematic Consistency]],  
  
=== Possible Closure Effects ===
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Games that support [[Pottering]] at least partly work against [[Narration Structures]] since the [[Pottering]] activity specifically does not result in noteworthy events.
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=== Potentially Conflicting With ===
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[[Pottering]],
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Narration Structures]] of any type in a game offers a chance for players' to have [[Narrative Engrossment]].
  
 
== Relations ==
 
== Relations ==

Revision as of 15:56, 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.

Using the pattern

Narration Structures in games can both be created or told as gameplay evolves.

Can Instantiate

Internal Rivalry,

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,

Games that support Pottering at least partly work against Narration Structures since the Pottering activity specifically does not result in noteworthy events.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Narration Structures is a Narration Pattern.

Consequences

Narration Structures of any type in a game offers a chance for players' to have Narrative Engrossment.

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

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