Predetermined Story Structures

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Narration structures whose order presentation in a game exists before game instances begin.

This pattern is a still a stub.

Examples

As books that provide players with gameplay while reading, Gamebooks[1] like The Warlock of Firetop Mountain, Scorpion Swamp, and Lone Wold series have Predetermined Story Structures.

Using the pattern

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

Can Be Instantiated By

Ability Losses, Conditional Passageways, Controllers, Cutscenes, Factions, Helpers, Inaccessible Areas, Information Passing, 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, Companions, Dedicated Game Facilitators, Detective Structures, Factions, Feigned Die Rolls, Freedom of Choice, Game Masters, Helpers, Information Passing, Loading Hints, Melodramatic Structures, New Abilities, Persistent Game Worlds, Quick Time Events, Red Herrings, Spawning, Summary Updates, Switches, Temporal Consistency, Traps

Diegetic Aspects

Interface Aspects

Narrative Aspects

Predetermined Story Structures is a Narration Pattern.

Consequences

Can Instantiate

Character Defining Actions, Companions, Cutscenes, Narration Structures, 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

Potentially Conflicting With

Freedom of Choice, Persistent Game Worlds, Player Elimination, Procedurally Generated Game Worlds, Self-Facilitated Games, Unwinnable Games

Death Consequences when these can apply to Characters important to the narrative

Relations

Can Instantiate

Character Defining Actions, Companions, Cutscenes, Narration Structures, 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, Cutscenes, Factions, Helpers, Inaccessible Areas, Information Passing, 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, Companions, Dedicated Game Facilitators, Detective Structures, Factions, Feigned Die Rolls, Freedom of Choice, Game Masters, Helpers, Information Passing, Loading Hints, Melodramatic Structures, New Abilities, Persistent Game Worlds, Quick Time Events, Red Herrings, Spawning, Summary Updates, Switches, Temporal Consistency, Traps

Possible Closure Effects

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Potentially Conflicting With

Freedom of Choice, Persistent Game Worlds, Player Elimination, Procedurally Generated Game Worlds, Self-Facilitated Games, 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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  1. Cite error: Invalid <ref> tag; no text was provided for refs named Gamebooks