Difference between revisions of "Predetermined Story Structures"
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[[Temporal Consistency]] | [[Temporal Consistency]] | ||
[[Player Characters]] | [[Player Characters]] | ||
− | [[Predictable Consequences]] | + | [[Predictable Consequences]], |
− | [[Privileged Movement]] | + | [[Privileged Movement]], |
− | [[One-Way Travel | + | [[One-Way Travel]], |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
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=== Can Instantiate === | === Can Instantiate === | ||
Line 75: | Line 65: | ||
[[Characters]], | [[Characters]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
+ | [[Gain Competence]], | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Conditional Passageways]], | ||
[[Helpers]], | [[Helpers]], | ||
[[Levels]], | [[Levels]], | ||
+ | [[Main Quests]], | ||
[[Persistent Game World Changes]], | [[Persistent Game World Changes]], | ||
[[Scenes]], | [[Scenes]], | ||
+ | [[Scripted Information Sequences]], | ||
+ | [[Sidequests]], | ||
[[Traverse]], | [[Traverse]], | ||
+ | |||
+ | [[Invulnerabilities]] together with [[NPCs]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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[[Helpers]], | [[Helpers]], | ||
[[Loading Hints]], | [[Loading Hints]], | ||
+ | [[New Abilities]], | ||
[[Quick Time Events]], | [[Quick Time Events]], | ||
[[Red Herrings]], | [[Red Herrings]], | ||
+ | [[Spawning]], | ||
[[Summary Updates]] | [[Summary Updates]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
+ | [[Player Elimination]], | ||
[[Procedurally Generated Game Worlds]], | [[Procedurally Generated Game Worlds]], | ||
[[Unwinnable Games]] | [[Unwinnable Games]] |
Revision as of 09:28, 8 July 2014
Narration Structures of a game that exist before game instances begin.
This pattern is a still a stub.
Contents
Examples
http://en.wikipedia.org/wiki/Gamebook
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Companions Character Defining Actions Detective Structures Factions Melodramatic Structures Information Passing Cutscenes Renamed Patterns Game Worlds Ephemeral Goals Self-Facilitated Games Game Masters Persistent Game Worlds MacGuffins Alien Space Bats Big Dumb Objects Quests Character Development Traps, Inaccessible Areas Switches, Controllers Clues, Boss Monsters Thematic Consistency Temporal Consistency Player Characters Predictable Consequences, Privileged Movement, One-Way Travel,
Can Instantiate
Can Modulate
Characters, Freedom of Choice, Gain Competence,
Can Be Instantiated By
Conditional Passageways, Helpers, Levels, Main Quests, Persistent Game World Changes, Scenes, Scripted Information Sequences, Sidequests, Traverse,
Invulnerabilities together with NPCs
Can Be Modulated By
Dedicated Game Facilitators, Feigned Die Rolls, Freedom of Choice, Helpers, Loading Hints, New Abilities, Quick Time Events, Red Herrings, Spawning, Summary Updates
Possible Closure Effects
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Potentially Conflicting With
Freedom of Choice, Player Elimination, Procedurally Generated Game Worlds, Unwinnable Games
Death Consequences when these can apply to Characters important to the narrative
History
New pattern created in this wiki.
References
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