Difference between revisions of "Predetermined Story Structures"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 +
PSS is when the design has already decided how the narration structures should be used.
 +
 
-- existing patterns to find relations from ---
 
-- existing patterns to find relations from ---
 
[[Companions]]
 
[[Companions]]
Line 38: Line 40:
 
[[Ephemeral Goals]]
 
[[Ephemeral Goals]]
 
[[Self-Facilitated Games]]
 
[[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 ===
 
=== Can Instantiate ===
 
[[Luck]],  
 
[[Luck]],  
 
[[Predictable Consequences]],  
 
[[Predictable Consequences]],  
 +
[[PvE]],
 
[[Tension]]
 
[[Tension]]
  
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=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Alternate Reality Gameplay]],
 
[[Boss Monsters]],  
 
[[Boss Monsters]],  
 
[[Characters]],  
 
[[Characters]],  
 +
[[Character Development]],
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 
[[Gain Competence]],  
 
[[Gain Competence]],  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Ability Losses]],
 
[[Conditional Passageways]],  
 
[[Conditional Passageways]],  
 
[[Controllers]]
 
[[Controllers]]
 
[[Helpers]],  
 
[[Helpers]],  
 +
[[Inaccessible Areas]],
 
[[Levels]],  
 
[[Levels]],  
 +
[[MacGuffins]],
 
[[Main Quests]],  
 
[[Main Quests]],  
 
[[One-Way Travel]],  
 
[[One-Way Travel]],  
 
[[Persistent Game World Changes]],  
 
[[Persistent Game World Changes]],  
 +
[[Quests]],
 +
[[Reconnaissance]],
 +
[[Rescue]],
 
[[Scenes]],  
 
[[Scenes]],  
 
[[Scripted Information Sequences]],  
 
[[Scripted Information Sequences]],  
 
[[Sidequests]],  
 
[[Sidequests]],  
[[Traverse]],  
+
[[Traces]],  
 +
[[Traverse]]
  
 
[[Clues]] together with [[Thematic Consistency]]
 
[[Clues]] together with [[Thematic Consistency]]
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Big Dumb Objects]],
 
[[Dedicated Game Facilitators]],  
 
[[Dedicated Game Facilitators]],  
 
[[Feigned Die Rolls]],  
 
[[Feigned Die Rolls]],  
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 +
[[Game Masters]],
 
[[Helpers]],  
 
[[Helpers]],  
 
[[Loading Hints]],  
 
[[Loading Hints]],  
 
[[New Abilities]],  
 
[[New Abilities]],  
 +
[[Persistent Game Worlds]],
 
[[Quick Time Events]],  
 
[[Quick Time Events]],  
 
[[Red Herrings]],  
 
[[Red Herrings]],  
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[[Summary Updates]],  
 
[[Summary Updates]],  
 
[[Switches]],  
 
[[Switches]],  
[[Temporal Consistency]]
+
[[Temporal Consistency]],
 +
[[Traps]]  
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 +
[[Persistent Game Worlds]],
 
[[Player Elimination]],  
 
[[Player Elimination]],  
 
[[Procedurally Generated Game Worlds]],  
 
[[Procedurally Generated Game Worlds]],  

Revision as of 11:08, 9 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

PSS is when the design has already decided how the narration structures should be used.

-- existing patterns to find relations from --- Companions Character Defining Actions Detective Structures Factions Melodramatic Structures Information Passing Cutscenes Renamed Patterns Game Worlds Ephemeral Goals Self-Facilitated Games

Can Instantiate

Luck, Predictable Consequences, PvE, Tension

with Clues

Gain Information, Gain Ownership

Can Modulate

Alternate Reality Gameplay, Boss Monsters, Characters, Character Development, Freedom of Choice, Gain Competence, Player Characters

Can Be Instantiated By

Ability Losses, Conditional Passageways, Controllers Helpers, Inaccessible Areas, Levels, MacGuffins, Main Quests, One-Way Travel, Persistent Game World Changes, Quests, Reconnaissance, Rescue, Scenes, Scripted Information Sequences, Sidequests, Traces, Traverse

Clues together with Thematic Consistency Invulnerabilities together with NPCs

Can Be Modulated By

Big Dumb Objects, Dedicated Game Facilitators, Feigned Die Rolls, Freedom of Choice, Game Masters, Helpers, Loading Hints, New Abilities, Persistent Game Worlds, Quick Time Events, Red Herrings, Spawning, Summary Updates, Switches, Temporal Consistency, Traps

Possible Closure Effects

-

Potentially Conflicting With

Freedom of Choice, Persistent Game Worlds, 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

-