Difference between revisions of "Player Aids"

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(Examples)
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[[Category:Narration Patterns]]
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[[Category:Interface Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
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hand-outs
 
hand-outs
  
=== Diegetic Aspects ===
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=== Can Be Instantiated By ===
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[[Maps]],
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[[Props]]
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[[Player Aids]] are [[Props]] designed to given to players as part of conveying [[Predetermined Story Structures]]. For games with [[Game Masters]], this may be when specific events take place but in other games (like [[Zork Series|Zork I]] and other Inforcom games) it may simply be available from before gameplay begins.
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
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[[Player Aids]] is a [[:Category:Interface Patterns|Interface Pattern]].
  
 
=== Narration Aspects ===
 
=== Narration Aspects ===
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[[Player Aids]] is a [[:Category:Narration Patterns|Narration Pattern]].
  
 
== Consequences ==
 
== Consequences ==
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While [[Player Aids]] typically are [[Props]] and through this do not explicitly provide gameplay, they can be [[Clues]] containing information relevant to [[Puzzle Solving]] and inspire [[Roleplaying]]. Regardless of this, they can help players have [[Emotional Engrossment]] due to their visual or tactile design.
  
 
== Relations ==
 
== Relations ==
 
While [[Player Aids]] typically are [[Props]] and through this do not explicitly provide gameplay, they can contain information relevant to [[Puzzle Solving]] and inspire [[Roleplaying]].
 
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Clues]],  
 
[[Clues]],  

Revision as of 16:53, 11 September 2014

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

This pattern is a still a stub.

Examples

first in CoC, see Designers and Dragons p. 86

The map and booklet that went along with later editions of Zork I are examples of Player Aids.

Anti-Examples

optional

Using the pattern

hand-outs

Can Be Instantiated By

Maps, Props

Player Aids are Props designed to given to players as part of conveying Predetermined Story Structures. For games with Game Masters, this may be when specific events take place but in other games (like Zork I and other Inforcom games) it may simply be available from before gameplay begins.

Interface Aspects

Player Aids is a Interface Pattern.

Narration Aspects

Player Aids is a Narration Pattern.

Consequences

While Player Aids typically are Props and through this do not explicitly provide gameplay, they can be Clues containing information relevant to Puzzle Solving and inspire Roleplaying. Regardless of this, they can help players have Emotional Engrossment due to their visual or tactile design.

Relations

Can Instantiate

Clues, Emotional Engrossment

Can Modulate

Roleplaying, Predetermined Story Structures, Puzzle Solving

Can Be Instantiated By

Maps, Props

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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