Difference between revisions of "Predetermined Story Structures"

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(Relations)
(Relations)
Line 46: Line 46:
 
[[Traps]],  
 
[[Traps]],  
 
[[Inaccessible Areas]]
 
[[Inaccessible Areas]]
[[Switches]],
 
[[Controllers]]
 
[[Clues]],
 
[[Boss Monsters]]
 
 
[[Thematic Consistency]]
 
[[Thematic Consistency]]
[[Temporal Consistency]]
 
[[Player Characters]]
 
[[Predictable Consequences]],
 
[[Privileged Movement]],
 
[[One-Way Travel]],
 
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Luck]],  
 
[[Luck]],  
 +
[[Predictable Consequences]],
 
[[Tension]]
 
[[Tension]]
 +
 +
==== with [[Clues]] ====
 +
[[Gain Information]],
 +
[[Gain Ownership]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Boss Monsters]],
 
[[Characters]],  
 
[[Characters]],  
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 
[[Gain Competence]],  
 
[[Gain Competence]],  
 +
[[Player Characters]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Conditional Passageways]],  
 
[[Conditional Passageways]],  
 +
[[Controllers]]
 
[[Helpers]],  
 
[[Helpers]],  
 
[[Levels]],  
 
[[Levels]],  
 
[[Main Quests]],  
 
[[Main Quests]],  
 +
[[One-Way Travel]],
 
[[Persistent Game World Changes]],  
 
[[Persistent Game World Changes]],  
 
[[Scenes]],  
 
[[Scenes]],  
Line 78: Line 77:
 
[[Traverse]],  
 
[[Traverse]],  
  
 +
[[Clues]] together with [[Thematic Consistency]]
 
[[Invulnerabilities]] together with [[NPCs]]
 
[[Invulnerabilities]] together with [[NPCs]]
  
Line 90: Line 90:
 
[[Red Herrings]],  
 
[[Red Herrings]],  
 
[[Spawning]],  
 
[[Spawning]],  
[[Summary Updates]]
+
[[Summary Updates]],
 +
[[Switches]],
 +
[[Temporal Consistency]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 09:43, 8 July 2014


Narration Structures of a game that exist before game instances begin.

This pattern is a still a stub.

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 Thematic Consistency

Can Instantiate

Luck, Predictable Consequences, Tension

with Clues

Gain Information, Gain Ownership

Can Modulate

Boss Monsters, Characters, Freedom of Choice, Gain Competence, Player Characters

Can Be Instantiated By

Conditional Passageways, Controllers Helpers, Levels, Main Quests, One-Way Travel, Persistent Game World Changes, Scenes, Scripted Information Sequences, Sidequests, Traverse,

Clues together with Thematic Consistency 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, Switches, Temporal Consistency

Possible Closure Effects

-

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

-