Difference between revisions of "Non-Consistent Narration"

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[[Category:Patterns created on the Wiki]]
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''Story-telling in a game which is not internally consistent.''
 
''Story-telling in a game which is not internally consistent.''
  
 
Many games do provide narration of events as gameplay progresses. However, in some games - especially massively multiplayer online games - parts of the narration is used several times either to different players or to the same players. This causes the games to have [[Non-Consistent Narration]] in that events that have taken place in the game world are ignore by the games' own narrations.
 
Many games do provide narration of events as gameplay progresses. However, in some games - especially massively multiplayer online games - parts of the narration is used several times either to different players or to the same players. This causes the games to have [[Non-Consistent Narration]] in that events that have taken place in the game world are ignore by the games' own narrations.
  
Note: ''Story structures in games can be inconsistent in many other ways that than through having parts reused several times. However, this patterns is limited to that type of inconsistency.''
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Note: ''Story structures in games can be inconsistent in many other ways that than through having parts reused several times (e.g. [[Contextualization]] can introduce temporal inconsistencies and [[Non-Diegetic Features]] introduced features that are inconsistent to the theme). However, this patterns is limited to the re-use type of inconsistency.''
  
 
=== Examples ===
 
=== Examples ===
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== Using the pattern ==
 
== Using the pattern ==
[[Non-Consistent Narration]] is a way to modify [[Narration Structures]], typically be re-using story element such as [[Quests]], [[Adventures]] or [[Campaigns]]. The use of [[Non-Consistent Narration]] requires choosing what parts of the [[Narration Structures]] should be re-used and how to handle that players can notice the inconsistency.
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[[Non-Consistent Narration]] is perhaps first seen as a [[Category:Negative Patterns|Negative Pattern]] to be avoided, especially in games with [[Roleplaying]] or where a design goal is to have [[Diegetic Consistency]] or [[Narrative Engrossment]]. For [[Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] and [[Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], this means that [[Reflective Communication]] may be problematic since it easily creates [[Non-Consistent Narration]].
  
[[Instances]] are often used with [[Non-Consistent Narration]] since these can provide secluded parts of [[Game Worlds]] which can both isolate the [[Non-Consistent Narration]] so it is only presented to those taking part in a specific [[Quests|Quest]], [[Adventures|Adventure]] etc., and create gameplay challenges specific for those players.
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However, [[Non-Consistent Narration]] can be used positively in other types of games. For example, [[Non-Consistent Narration]] can be a way to modify [[Predetermined Story Structures]], typically by re-using story element such as [[Quests]], [[Adventures]] or [[Campaigns]]. It may also occur in improvised [[Narration Structures]] without being seen as a problem. The conscious use of [[Non-Consistent Narration]] requires choosing what parts of the [[Predetermined Story Structures]] should be re-used and how to handle that players can notice the inconsistency.
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[[Instances]] are often used with [[Non-Consistent Narration]] since these can provide secluded parts of [[Game Worlds]] which can both isolate the [[Non-Consistent Narration]] so it is only presented to those taking part in a specific [[Quests|Quest]], [[Adventures|Adventure]] etc., and create gameplay challenges specific for those players. [[Phasing]] has similar features as [[Instances]] but per its definition creates [[Non-Consistent Narration]] although this does not necessarily need to be noticed by players.
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While [[Non-Consistent Narration]] most often occurs in [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]], they can occur in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] when players from different groups join a common group after separately playing the same [[Adventures]] or [[Campaigns]].
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
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Repeated use of the same story structures causes [[Non-Consistent Narration]] to limit players from having an [[Exaggerated Perception of Influence]]. This since their part of a game's narration is reduced (although players may reap many other advantages related to gameplay functionality or social status from being involved in these story structures).
 
Repeated use of the same story structures causes [[Non-Consistent Narration]] to limit players from having an [[Exaggerated Perception of Influence]]. This since their part of a game's narration is reduced (although players may reap many other advantages related to gameplay functionality or social status from being involved in these story structures).
  
As soon as part of the [[Non-Consistent Narration]] is done through [[Dialogues]], the pattern is very likely to make [[Thematically Consistent Dialogues]] impossible in that those participating in the [[Dialogues]] are ignoring that they have already said these things before.
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[[Non-Consistent Narration]] break both [[Temporal Consistency|Temporal]] and [[Thematic Consistency]]. As soon as part of the [[Non-Consistent Narration]] is done through [[Dialogues]], the pattern is very likely to make [[Thematically Consistent Dialogues]] impossible in that those participating in the [[Dialogues]] are ignoring that they have already said these things before.
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
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==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Campaigns]],  
 
[[Campaigns]],  
 
[[Narration Structures]],
 
[[Narration Structures]],
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[[Predetermined Story Structures]],
 
[[Quests]]
 
[[Quests]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Instances]]
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[[Instances]],
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[[Phasing]]
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[[Reflective Communication]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Exaggerated Perception of Influence]],  
 
[[Exaggerated Perception of Influence]],  
[[Thematically Consistent Dialogues]]
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[[Narrative Engrossment]],
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[[Thematically Consistent Dialogues]],
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[[Temporal Consistency]],
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[[Thematic Consistency]]
  
 
== History ==
 
== History ==

Latest revision as of 07:18, 17 July 2019

Story-telling in a game which is not internally consistent.

Many games do provide narration of events as gameplay progresses. However, in some games - especially massively multiplayer online games - parts of the narration is used several times either to different players or to the same players. This causes the games to have Non-Consistent Narration in that events that have taken place in the game world are ignore by the games' own narrations.

Note: Story structures in games can be inconsistent in many other ways that than through having parts reused several times (e.g. Contextualization can introduce temporal inconsistencies and Non-Diegetic Features introduced features that are inconsistent to the theme). However, this patterns is limited to the re-use type of inconsistency.

Examples

The quests in Massively Multiplayer Online Games often create Non-Consistent Narration since they are given to any players that meet certain progress requirements, and this may include giving the same quests several times to players. Examples of games where this happens include DragonMud, Everquest, and World of Warcraft.

Using the pattern

Non-Consistent Narration is perhaps first seen as a to be avoided, especially in games with Roleplaying or where a design goal is to have Diegetic Consistency or Narrative Engrossment. For and, this means that Reflective Communication may be problematic since it easily creates Non-Consistent Narration.

However, Non-Consistent Narration can be used positively in other types of games. For example, Non-Consistent Narration can be a way to modify Predetermined Story Structures, typically by re-using story element such as Quests, Adventures or Campaigns. It may also occur in improvised Narration Structures without being seen as a problem. The conscious use of Non-Consistent Narration requires choosing what parts of the Predetermined Story Structures should be re-used and how to handle that players can notice the inconsistency.

Instances are often used with Non-Consistent Narration since these can provide secluded parts of Game Worlds which can both isolate the Non-Consistent Narration so it is only presented to those taking part in a specific Quest, Adventure etc., and create gameplay challenges specific for those players. Phasing has similar features as Instances but per its definition creates Non-Consistent Narration although this does not necessarily need to be noticed by players.

While Non-Consistent Narration most often occurs in Computer-based Roleplaying Games, they can occur in Tabletop Roleplaying Games when players from different groups join a common group after separately playing the same Adventures or Campaigns.

Narrative Aspects

Non-Consistent Narration is a Narration Pattern.

Consequences

Repeated use of the same story structures causes Non-Consistent Narration to limit players from having an Exaggerated Perception of Influence. This since their part of a game's narration is reduced (although players may reap many other advantages related to gameplay functionality or social status from being involved in these story structures).

Non-Consistent Narration break both Temporal and Thematic Consistency. As soon as part of the Non-Consistent Narration is done through Dialogues, the pattern is very likely to make Thematically Consistent Dialogues impossible in that those participating in the Dialogues are ignoring that they have already said these things before.

Relations

Can Instantiate

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Can Modulate

Adventures, Campaigns, Narration Structures, Predetermined Story Structures, Quests

Can Be Instantiated By

Instances, Phasing

Reflective Communication

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Exaggerated Perception of Influence, Narrative Engrossment, Thematically Consistent Dialogues, Temporal Consistency, Thematic Consistency

History

New pattern created in this wiki.

References

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Acknowledgements

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