http://virt10.itu.chalmers.se/index.php?title=Predetermined_Story_Structures&feed=atom&action=historyPredetermined Story Structures - Revision history2024-03-28T23:18:06ZRevision history for this page on the wikiMediaWiki 1.26.2http://virt10.itu.chalmers.se/index.php?title=Predetermined_Story_Structures&diff=26080&oldid=prevStaffan Björk at 09:27, 10 March 20182018-03-10T09:27:17Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Worlds]] as a whole can be seen as [[Predetermined Story Structures]] since they can contain and organize many individual diegetic elements with story relevance within them. Common story elements related to the physical aspects of [[Game Worlds]] include [[Alarms]], [[Alien Space Bats]] (often explained by an introductory [[Summary Updates|Summary Update]]), [[Big Dumb Objects]], [[Controllers]], [[Environmental Storytelling]], [[Game Items]], [[MacGuffins]], [[Self-Service Kiosks]], [[Switches]], [[Traces]], [[Traps]], and [[Warp Zones]]. [[Clues]] can also be used, as long as they work within the [[Thematic Consistency]]. Games then commonly create [[Predetermined Story Structures]] by putting these in relation to how players move in [[Game Worlds]] (similar to aspects of the narrative Monomyth<ref name="Monomyth"/> pattern and the "Road Movie"<ref name="Road Movie"/> genre). [[Props]] can be used to add flavor and details to [[Predetermined Story Structures]] but are not in-themselves [[Predetermined Story Structures]] unless combined with some other pattern. The elements can be compartmentalized by [[Inaccessible Areas]] and [[Levels]], while [[Privileged Movement]] (given as a [[New Abilities|New Ability]] and [[Conditional Passageways]] can be used to progress a game's narration by opening up new areas. While not necessarily a part of the [[Predetermined Story Structures]], requiring [[Puzzle Solving]] at specific locations can serve the same role as [[Conditional Passageways]]; one example of this can be found in the [[Myst series]]. [[One-Way Travel]] can hinder players from spending time in areas which no more narration is supposed to take place within. [[Quests]] can motivate players to move between places in [[Game Worlds]], as can gameplay specific goals such as [[Reconnaissance]], [[Rescue]], and [[Traverse]]. Introducing story elements that are also gameplay elements during gameplay requires the use of [[Game Element Insertion]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Worlds]] as a whole can be seen as [[Predetermined Story Structures]] since they can contain and organize many individual diegetic elements with story relevance within them. Common story elements related to the physical aspects of [[Game Worlds]] include [[Alarms]], [[Alien Space Bats]] (often explained by an introductory [[Summary Updates|Summary Update]]), [[Big Dumb Objects]], [[Controllers]], [[Environmental Storytelling]], [[Game Items]], [[MacGuffins]], [[Self-Service Kiosks]], [[Switches]], [[Traces]], [[Traps]], and [[Warp Zones]]. [[Clues]] can also be used, as long as they work within the [[Thematic Consistency]]. Games then commonly create [[Predetermined Story Structures]] by putting these in relation to how players move in [[Game Worlds]] (similar to aspects of the narrative Monomyth<ref name="Monomyth"/> pattern and the "Road Movie"<ref name="Road Movie"/> genre). [[Props]] can be used to add flavor and details to [[Predetermined Story Structures]] but are not in-themselves [[Predetermined Story Structures]] unless combined with some other pattern. The elements can be compartmentalized by [[Inaccessible Areas]] and [[Levels]], while [[Privileged Movement]] (given as a [[New Abilities|New Ability]] and [[Conditional Passageways]] can be used to progress a game's narration by opening up new areas. While not necessarily a part of the [[Predetermined Story Structures]], requiring [[Puzzle Solving]] at specific locations can serve the same role as [[Conditional Passageways]]; one example of this can be found in the [[Myst series]]. [[One-Way Travel]] can hinder players from spending time in areas which no more narration is supposed to take place within. [[Quests]] can motivate players to move between places in [[Game Worlds]], as can gameplay specific goals such as [[Reconnaissance]], [[Rescue]], and [[Traverse]]. Introducing story elements that are also gameplay elements during gameplay requires the use of [[Game Element Insertion]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Players can primarily be engaged into [[Predetermined Story Structures]] through how their goals and their [[Focus Loci]] is related to the structures. [[Predefined Goals]] are the easiest way to tie players goals to the [[Predetermined Story Structures]]. For [[Focus Loci]], [[Characters]], especially [[Player Characters]] and [[Companions]], are often important in planning the narration that is to take place during gameplay - [[Companions]] can be placed in focus rather than [[Player Characters]] through [[Companion Quests]]. This is since they both provide points of [[Emotional Engrossment]] to the players and are [[Agents]] which are needed so that something can act in the [[Game Worlds|Game World]] and be the target of actions ([[Agents]] can be used without [[Characters]] if the game can suffice with flat characterization). The relations these [[Characters]] can have also provide possibilities for [[Predetermined Story Structures]], e.g. [[Betrayal]], [[Enemies]], [[Internal Conflicts]], [[Loyalty]], and [[Social Dilemmas]]. [[Player-Created Characters]] are per definition not [[Predetermined Story Structures]] (from the designers' perspective) but many [[Predetermined Story Structures]] may influence of be part of these [[Characters]], so the pattern described here can influence [[Player-Created Characters]] in order to support certain narrations in a game. The use of [[Characters]] as [[Predetermined Story Structures]] often motivates the construction of [[Dialogues]] as additional structures to develop the narration. While [[Avatars]] more has to do with presentation that narration and [[Abstract Player Constructs]] can be difficultly creating [[Emotional Engrossment]], both can be used to support some [[Predetermined Story Structures]] if the [[Characters|Character]] pattern is not being used. Granting them [[Privileged Abilities]] is common as a way of distinguishing important [[Characters]] from regular [[NPCs]] but these [[NPCs]] may of course also be important for planned events, for example by being [[Helpers]] or belonging to [[Factions]] (which also can provide goals for players to join and opportunities to design for [[Loyalty]] or [[Internal Rivalry]] between members). [[Helpers]] can beside moving narration forward also be used to support any [[Predetermined Story Structures]] by reminding or pointing players in the "right" direction. [[NPCs]] in general also provide possibilities for delivering or elaborating on [[Predetermined Story Structures]] through [[Information Passing]]. [[Boss Monsters]] can be driving forces of the [[Predetermined Story Structures]] (and are often given [[Privileged Abilities]]) but games with no or limited overarching [[Predetermined Story Structures]] can use local ones to provide more substance to [[Boss Monsters]]. An issue that need to be considered when using [[NPCs]] in conjunction with [[Predetermined Story Structures]] is how to deal with their possible deaths, in some cases [[Invulnerabilities]] may be required to guarantee that they can performed their planned roles. Similar to the case of [[Game Element Insertion]] above, introduction of new [[Characters]] are in effect a form of [[Spawning]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Players can primarily be engaged into [[Predetermined Story Structures]] through how their goals and their [[Focus Loci]] is related to the structures. [[Predefined Goals]] are the easiest way to tie players goals to the [[Predetermined Story Structures]] <ins class="diffchange diffchange-inline">but often many of these goals are also [[Unknown Goals]] to not reveal the narration prematurely</ins>. For [[Focus Loci]], [[Characters]], especially [[Player Characters]] and [[Companions]], are often important in planning the narration that is to take place during gameplay - [[Companions]] can be placed in focus rather than [[Player Characters]] through [[Companion Quests]]. This is since they both provide points of [[Emotional Engrossment]] to the players and are [[Agents]] which are needed so that something can act in the [[Game Worlds|Game World]] and be the target of actions ([[Agents]] can be used without [[Characters]] if the game can suffice with flat characterization). The relations these [[Characters]] can have also provide possibilities for [[Predetermined Story Structures]], e.g. [[Betrayal]], [[Enemies]], [[Internal Conflicts]], [[Loyalty]], and [[Social Dilemmas]]. [[Player-Created Characters]] are per definition not [[Predetermined Story Structures]] (from the designers' perspective) but many [[Predetermined Story Structures]] may influence of be part of these [[Characters]], so the pattern described here can influence [[Player-Created Characters]] in order to support certain narrations in a game. The use of [[Characters]] as [[Predetermined Story Structures]] often motivates the construction of [[Dialogues]] as additional structures to develop the narration. While [[Avatars]] more has to do with presentation that narration and [[Abstract Player Constructs]] can be difficultly creating [[Emotional Engrossment]], both can be used to support some [[Predetermined Story Structures]] if the [[Characters|Character]] pattern is not being used. Granting them [[Privileged Abilities]] is common as a way of distinguishing important [[Characters]] from regular [[NPCs]] but these [[NPCs]] may of course also be important for planned events, for example by being [[Helpers]] or belonging to [[Factions]] (which also can provide goals for players to join and opportunities to design for [[Loyalty]] or [[Internal Rivalry]] between members). [[Helpers]] can beside moving narration forward also be used to support any [[Predetermined Story Structures]] by reminding or pointing players in the "right" direction. [[NPCs]] in general also provide possibilities for delivering or elaborating on [[Predetermined Story Structures]] through [[Information Passing]]. [[Boss Monsters]] can be driving forces of the [[Predetermined Story Structures]] (and are often given [[Privileged Abilities]]) but games with no or limited overarching [[Predetermined Story Structures]] can use local ones to provide more substance to [[Boss Monsters]]. An issue that need to be considered when using [[NPCs]] in conjunction with [[Predetermined Story Structures]] is how to deal with their possible deaths, in some cases [[Invulnerabilities]] may be required to guarantee that they can performed their planned roles. Similar to the case of [[Game Element Insertion]] above, introduction of new [[Characters]] are in effect a form of [[Spawning]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Actions and events make up the second category of structural elements in [[Predetermined Story Structures]], and these typically need to be [[Irreversible Events]] for a story line to be able to progress meaningfully. [[Scripted Information Sequences]] are actual actions and events that progress [[Narration Structures]] while being designed beforehand for specifically story purposes. [[Cutscenes]] do the same but does not provide players with opportunities for interaction; [[Quick Time Events]] do but unlike [[Scripted Information Sequences]] forces players to focus upon these. While [[Predetermined Story Structures]] can be built from [[Cutscenes]] among other things, individual [[Cutscenes]] are themselves [[Predetermined Story Structures]] so the patterns can instantiate each other. In general, [[Enforced Agent Behavior]] and [[Ultra-Powerful Events]] can be used to ensure the development of [[Predetermined Story Structures]] but may do so on the cost of players' [[Freedom of Choice]]. Many times actions and events in [[Predetermined Story Structures]] are made to foreshadow what will or may occur later on in the gameplay, i.e. [[Predetermined Story Structures]] can be designed to create [[Predictable Consequences]] and [[Tension]] in gameplay. The opposite is of course also true, [[Predetermined Story Structures]] can contain [[Ambiguous Responses]] and [[Surprises]]. Specific events may also be used to enforce [[Character Defining Actions]] for [[Characters]] or make players experience that they have [[Luck]] (but the latter only works if it is unexpected). Related to this is the design choice if [[Agents]] in the game should have [[Open Destiny|Open Destinies]], and if so which [[Agents]] should have them and should the [[Open Destiny|Open Destinies]] be [[Predetermined Story Structures]] or be allowed to emerge from gameplay. [[Algorithmic Agents]] allows game designers to not only create [[Agents]] and events they can be part of, but also make systems so they can vary the actions (and thereby the narration) depending on the specifics of particular game instances. All these patterns relate to the fact that [[Predetermined Story Structures]] have a dual relationship with [[Exaggerated Perception of Influence]]; it can both limit it through limiting what players can do and let players have exaggerated influence regarding the things they can do.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Actions and events make up the second category of structural elements in [[Predetermined Story Structures]], and these typically need to be [[Irreversible Events]] for a story line to be able to progress meaningfully. [[Scripted Information Sequences]] are actual actions and events that progress [[Narration Structures]] while being designed beforehand for specifically story purposes. [[Cutscenes]] do the same but does not provide players with opportunities for interaction; [[Quick Time Events]] do but unlike [[Scripted Information Sequences]] forces players to focus upon these. While [[Predetermined Story Structures]] can be built from [[Cutscenes]] among other things, individual [[Cutscenes]] are themselves [[Predetermined Story Structures]] so the patterns can instantiate each other. In general, [[Enforced Agent Behavior]] and [[Ultra-Powerful Events]] can be used to ensure the development of [[Predetermined Story Structures]] but may do so on the cost of players' [[Freedom of Choice]]. Many times actions and events in [[Predetermined Story Structures]] are made to foreshadow what will or may occur later on in the gameplay, i.e. [[Predetermined Story Structures]] can be designed to create [[Predictable Consequences]] and [[Tension]] in gameplay. The opposite is of course also true, [[Predetermined Story Structures]] can contain [[Ambiguous Responses]] and [[Surprises]]. Specific events may also be used to enforce [[Character Defining Actions]] for [[Characters]] or make players experience that they have [[Luck]] (but the latter only works if it is unexpected). Related to this is the design choice if [[Agents]] in the game should have [[Open Destiny|Open Destinies]], and if so which [[Agents]] should have them and should the [[Open Destiny|Open Destinies]] be [[Predetermined Story Structures]] or be allowed to emerge from gameplay. [[Algorithmic Agents]] allows game designers to not only create [[Agents]] and events they can be part of, but also make systems so they can vary the actions (and thereby the narration) depending on the specifics of particular game instances. All these patterns relate to the fact that [[Predetermined Story Structures]] have a dual relationship with [[Exaggerated Perception of Influence]]; it can both limit it through limiting what players can do and let players have exaggerated influence regarding the things they can do.</div></td></tr>
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</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Predetermined_Story_Structures&diff=25908&oldid=prevStaffan Björk: /* Can Be Modulated By */2018-01-19T14:31:43Z<p><span dir="auto"><span class="autocomment">Can Be Modulated By</span></span></p>
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</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Predetermined_Story_Structures&diff=25907&oldid=prevStaffan Björk: /* Using the pattern */2018-01-19T14:31:16Z<p><span dir="auto"><span class="autocomment">Using the pattern</span></span></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Worlds]] as a whole can be seen as [[Predetermined Story Structures]] since they can contain and organize many individual diegetic elements with story relevance within them. Common story elements related to the physical aspects of [[Game Worlds]] include [[Alarms]], [[Alien Space Bats]] (often explained by an introductory [[Summary Updates|Summary Update]]), [[Big Dumb Objects]], [[Controllers]], [[Environmental Storytelling]], [[Game Items]], [[MacGuffins]], [[Self-Service Kiosks]], [[Switches]], [[Traces]], [[Traps]], and [[Warp Zones]]. [[Clues]] can also be used, as long as they work within the [[Thematic Consistency]]. Games then commonly create [[Predetermined Story Structures]] by putting these in relation to how players move in [[Game Worlds]] (similar to aspects of the narrative Monomyth<ref name="Monomyth"/> pattern and the "Road Movie"<ref name="Road Movie"/> genre). [[Props]] can be used to add flavor and details to [[Predetermined Story Structures]] but are not in-themselves [[Predetermined Story Structures]] unless combined with some other pattern. The elements can be compartmentalized by [[Inaccessible Areas]] and [[Levels]], while [[Privileged Movement]] (given as a [[New Abilities|New Ability]] and [[Conditional Passageways]] can be used to progress a game's narration by opening up new areas. While not necessarily a part of the [[Predetermined Story Structures]], requiring [[Puzzle Solving]] at specific locations can serve the same role as [[Conditional Passageways]]; one example of this can be found in the [[Myst series]]. [[One-Way Travel]] can hinder players from spending time in areas which no more narration is supposed to take place within. [[Quests]] can motivate players to move between places in [[Game Worlds]], as can gameplay specific goals such as [[Reconnaissance]], [[Rescue]], and [[Traverse]]. Introducing story elements that are also gameplay elements during gameplay requires the use of [[Game Element Insertion]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Worlds]] as a whole can be seen as [[Predetermined Story Structures]] since they can contain and organize many individual diegetic elements with story relevance within them. Common story elements related to the physical aspects of [[Game Worlds]] include [[Alarms]], [[Alien Space Bats]] (often explained by an introductory [[Summary Updates|Summary Update]]), [[Big Dumb Objects]], [[Controllers]], [[Environmental Storytelling]], [[Game Items]], [[MacGuffins]], [[Self-Service Kiosks]], [[Switches]], [[Traces]], [[Traps]], and [[Warp Zones]]. [[Clues]] can also be used, as long as they work within the [[Thematic Consistency]]. Games then commonly create [[Predetermined Story Structures]] by putting these in relation to how players move in [[Game Worlds]] (similar to aspects of the narrative Monomyth<ref name="Monomyth"/> pattern and the "Road Movie"<ref name="Road Movie"/> genre). [[Props]] can be used to add flavor and details to [[Predetermined Story Structures]] but are not in-themselves [[Predetermined Story Structures]] unless combined with some other pattern. The elements can be compartmentalized by [[Inaccessible Areas]] and [[Levels]], while [[Privileged Movement]] (given as a [[New Abilities|New Ability]] and [[Conditional Passageways]] can be used to progress a game's narration by opening up new areas. While not necessarily a part of the [[Predetermined Story Structures]], requiring [[Puzzle Solving]] at specific locations can serve the same role as [[Conditional Passageways]]; one example of this can be found in the [[Myst series]]. [[One-Way Travel]] can hinder players from spending time in areas which no more narration is supposed to take place within. [[Quests]] can motivate players to move between places in [[Game Worlds]], as can gameplay specific goals such as [[Reconnaissance]], [[Rescue]], and [[Traverse]]. Introducing story elements that are also gameplay elements during gameplay requires the use of [[Game Element Insertion]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Characters]], especially [[Player Characters]] and [[Companions]], are often important in planning the narration that is to take place during gameplay - [[Companions]] can be placed in focus rather than [[Player Characters]] through [[Companion Quests]]. This is since they both provide points of [[Emotional Engrossment]] to the players and are [[Agents]] which are needed so that something can act in the [[Game Worlds|Game World]] and be the target of actions ([[Agents]] can be used without [[Characters]] if the game can suffice with flat characterization). The relations these [[Characters]] can have also provide possibilities for [[Predetermined Story Structures]], e.g. [[Betrayal]], [[Enemies]], [[Internal Conflicts]], [[Loyalty]], and [[Social Dilemmas]]. [[Player-Created Characters]] are per definition not [[Predetermined Story Structures]] (from the designers' perspective) but many [[Predetermined Story Structures]] may influence of be part of these [[Characters]], so the pattern described here can influence [[Player-Created Characters]] in order to support certain narrations in a game. The use of [[Characters]] as [[Predetermined Story Structures]] often motivates the construction of [[Dialogues]] as additional structures to develop the narration. While [[Avatars]] more has to do with presentation that narration and [[Abstract Player Constructs]] can be difficultly creating [[Emotional Engrossment]], both can be used to support some [[Predetermined Story Structures]] if the [[Characters|Character]] pattern is not being used. Granting them [[Privileged Abilities]] is common as a way of distinguishing important [[Characters]] from regular [[NPCs]] but these [[NPCs]] may of course also be important for planned events, for example by being [[Helpers]] or belonging to [[Factions]] (which also can provide goals for players to join and opportunities to design for [[Loyalty]] or [[Internal Rivalry]] between members). [[Helpers]] can beside moving narration forward also be used to support any [[Predetermined Story Structures]] by reminding or pointing players in the "right" direction. [[NPCs]] in general also provide possibilities for delivering or elaborating on [[Predetermined Story Structures]] through [[Information Passing]]. [[Boss Monsters]] can be driving forces of the [[Predetermined Story Structures]] (and are often given [[Privileged Abilities]]) but games with no or limited overarching [[Predetermined Story Structures]] can use local ones to provide more substance to [[Boss Monsters]]. An issue that need to be considered when using [[NPCs]] in conjunction with [[Predetermined Story Structures]] is how to deal with their possible deaths, in some cases [[Invulnerabilities]] may be required to guarantee that they can performed their planned roles. Similar to the case of [[Game Element Insertion]] above, introduction of new [[Characters]] are in effect a form of [[Spawning]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Players can primarily be engaged into [[Predetermined Story Structures]] through how their goals and their [[Focus Loci]] is related to the structures. [[Predefined Goals]] are the easiest way to tie players goals to the [[Predetermined Story Structures]]. For [[Focus Loci]], </ins>[[Characters]], especially [[Player Characters]] and [[Companions]], are often important in planning the narration that is to take place during gameplay - [[Companions]] can be placed in focus rather than [[Player Characters]] through [[Companion Quests]]. This is since they both provide points of [[Emotional Engrossment]] to the players and are [[Agents]] which are needed so that something can act in the [[Game Worlds|Game World]] and be the target of actions ([[Agents]] can be used without [[Characters]] if the game can suffice with flat characterization). The relations these [[Characters]] can have also provide possibilities for [[Predetermined Story Structures]], e.g. [[Betrayal]], [[Enemies]], [[Internal Conflicts]], [[Loyalty]], and [[Social Dilemmas]]. [[Player-Created Characters]] are per definition not [[Predetermined Story Structures]] (from the designers' perspective) but many [[Predetermined Story Structures]] may influence of be part of these [[Characters]], so the pattern described here can influence [[Player-Created Characters]] in order to support certain narrations in a game. The use of [[Characters]] as [[Predetermined Story Structures]] often motivates the construction of [[Dialogues]] as additional structures to develop the narration. While [[Avatars]] more has to do with presentation that narration and [[Abstract Player Constructs]] can be difficultly creating [[Emotional Engrossment]], both can be used to support some [[Predetermined Story Structures]] if the [[Characters|Character]] pattern is not being used. Granting them [[Privileged Abilities]] is common as a way of distinguishing important [[Characters]] from regular [[NPCs]] but these [[NPCs]] may of course also be important for planned events, for example by being [[Helpers]] or belonging to [[Factions]] (which also can provide goals for players to join and opportunities to design for [[Loyalty]] or [[Internal Rivalry]] between members). [[Helpers]] can beside moving narration forward also be used to support any [[Predetermined Story Structures]] by reminding or pointing players in the "right" direction. [[NPCs]] in general also provide possibilities for delivering or elaborating on [[Predetermined Story Structures]] through [[Information Passing]]. [[Boss Monsters]] can be driving forces of the [[Predetermined Story Structures]] (and are often given [[Privileged Abilities]]) but games with no or limited overarching [[Predetermined Story Structures]] can use local ones to provide more substance to [[Boss Monsters]]. An issue that need to be considered when using [[NPCs]] in conjunction with [[Predetermined Story Structures]] is how to deal with their possible deaths, in some cases [[Invulnerabilities]] may be required to guarantee that they can performed their planned roles. Similar to the case of [[Game Element Insertion]] above, introduction of new [[Characters]] are in effect a form of [[Spawning]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Actions and events make up the second category of structural elements in [[Predetermined Story Structures]], and these typically need to be [[Irreversible Events]] for a story line to be able to progress meaningfully. [[Scripted Information Sequences]] are actual actions and events that progress [[Narration Structures]] while being designed beforehand for specifically story purposes. [[Cutscenes]] do the same but does not provide players with opportunities for interaction; [[Quick Time Events]] do but unlike [[Scripted Information Sequences]] forces players to focus upon these. While [[Predetermined Story Structures]] can be built from [[Cutscenes]] among other things, individual [[Cutscenes]] are themselves [[Predetermined Story Structures]] so the patterns can instantiate each other. In general, [[Enforced Agent Behavior]] and [[Ultra-Powerful Events]] can be used to ensure the development of [[Predetermined Story Structures]] but may do so on the cost of players' [[Freedom of Choice]]. Many times actions and events in [[Predetermined Story Structures]] are made to foreshadow what will or may occur later on in the gameplay, i.e. [[Predetermined Story Structures]] can be designed to create [[Predictable Consequences]] and [[Tension]] in gameplay. The opposite is of course also true, [[Predetermined Story Structures]] can contain [[Ambiguous Responses]] and [[Surprises]]. Specific events may also be used to enforce [[Character Defining Actions]] for [[Characters]] or make players experience that they have [[Luck]] (but the latter only works if it is unexpected). Related to this is the design choice if [[Agents]] in the game should have [[Open Destiny|Open Destinies]], and if so which [[Agents]] should have them and should the [[Open Destiny|Open Destinies]] be [[Predetermined Story Structures]] or be allowed to emerge from gameplay. [[Algorithmic Agents]] allows game designers to not only create [[Agents]] and events they can be part of, but also make systems so they can vary the actions (and thereby the narration) depending on the specifics of particular game instances. All these patterns relate to the fact that [[Predetermined Story Structures]] have a dual relationship with [[Exaggerated Perception of Influence]]; it can both limit it through limiting what players can do and let players have exaggerated influence regarding the things they can do.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Actions and events make up the second category of structural elements in [[Predetermined Story Structures]], and these typically need to be [[Irreversible Events]] for a story line to be able to progress meaningfully. [[Scripted Information Sequences]] are actual actions and events that progress [[Narration Structures]] while being designed beforehand for specifically story purposes. [[Cutscenes]] do the same but does not provide players with opportunities for interaction; [[Quick Time Events]] do but unlike [[Scripted Information Sequences]] forces players to focus upon these. While [[Predetermined Story Structures]] can be built from [[Cutscenes]] among other things, individual [[Cutscenes]] are themselves [[Predetermined Story Structures]] so the patterns can instantiate each other. In general, [[Enforced Agent Behavior]] and [[Ultra-Powerful Events]] can be used to ensure the development of [[Predetermined Story Structures]] but may do so on the cost of players' [[Freedom of Choice]]. Many times actions and events in [[Predetermined Story Structures]] are made to foreshadow what will or may occur later on in the gameplay, i.e. [[Predetermined Story Structures]] can be designed to create [[Predictable Consequences]] and [[Tension]] in gameplay. The opposite is of course also true, [[Predetermined Story Structures]] can contain [[Ambiguous Responses]] and [[Surprises]]. Specific events may also be used to enforce [[Character Defining Actions]] for [[Characters]] or make players experience that they have [[Luck]] (but the latter only works if it is unexpected). Related to this is the design choice if [[Agents]] in the game should have [[Open Destiny|Open Destinies]], and if so which [[Agents]] should have them and should the [[Open Destiny|Open Destinies]] be [[Predetermined Story Structures]] or be allowed to emerge from gameplay. [[Algorithmic Agents]] allows game designers to not only create [[Agents]] and events they can be part of, but also make systems so they can vary the actions (and thereby the narration) depending on the specifics of particular game instances. All these patterns relate to the fact that [[Predetermined Story Structures]] have a dual relationship with [[Exaggerated Perception of Influence]]; it can both limit it through limiting what players can do and let players have exaggerated influence regarding the things they can do.</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Predetermined_Story_Structures&diff=25906&oldid=prevStaffan Björk at 14:28, 19 January 20182018-01-19T14:28:20Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Permadeath]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Permadeath]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player Aids]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player Aids]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Predefined Goals]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Props]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Props]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Puzzle Solving]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Puzzle Solving]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Predetermined_Story_Structures&diff=25585&oldid=prevStaffan Björk at 09:37, 21 September 20162016-09-21T09:37:51Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 09:37, 21 September 2016</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Characters]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Characters]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Companions]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Companions]],  </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[<del class="diffchange diffchange-inline">Companions </del>Quests]],  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[<ins class="diffchange diffchange-inline">Companion </ins>Quests]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Conditional Passageways]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Conditional Passageways]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Controllers]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Controllers]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Predetermined_Story_Structures&diff=23562&oldid=prevStaffan Björk at 09:13, 12 August 20152015-08-12T09:13:02Z<p></p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 09:13, 12 August 2015</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Actions and events make up the second category of structural elements in [[Predetermined Story Structures]], and these typically need to be [[Irreversible Events]] for a story line to be able to progress meaningfully. [[Scripted Information Sequences]] are actual actions and events that progress [[Narration Structures]] while being designed beforehand for specifically story purposes. [[Cutscenes]] do the same but does not provide players with opportunities for interaction; [[Quick Time Events]] do but unlike [[Scripted Information Sequences]] forces players to focus upon these. While [[Predetermined Story Structures]] can be built from [[Cutscenes]] among other things, individual [[Cutscenes]] are themselves [[Predetermined Story Structures]] so the patterns can instantiate each other. In general, [[Enforced Agent Behavior]] and [[Ultra-Powerful Events]] can be used to ensure the development of [[Predetermined Story Structures]] but may do so on the cost of players' [[Freedom of Choice]]. Many times actions and events in [[Predetermined Story Structures]] are made to foreshadow what will or may occur later on in the gameplay, i.e. [[Predetermined Story Structures]] can be designed to create [[Predictable Consequences]] and [[Tension]] in gameplay. The opposite is of course also true, [[Predetermined Story Structures]] can contain [[Ambiguous Responses]] and [[Surprises]]. Specific events may also be used to enforce [[Character Defining Actions]] for [[Characters]] or make players experience that they have [[Luck]] (but the latter only works if it is unexpected). Related to this is the design choice if [[Agents]] in the game should have [[Open Destiny|Open Destinies]], and if so which [[Agents]] should have them and should the [[Open Destiny|Open Destinies]] be [[Predetermined Story Structures]] or be allowed to emerge from gameplay. [[Algorithmic Agents]] allows game designers to not only create [[Agents]] and events they can be part of, but also make systems so they can vary the actions (and thereby the narration) depending on the specifics of particular game instances. All these patterns relate to the fact that [[Predetermined Story Structures]] have a dual relationship with [[Exaggerated Perception of Influence]]; it can both limit it through limiting what players can do and let players have exaggerated influence regarding the things they can do.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Actions and events make up the second category of structural elements in [[Predetermined Story Structures]], and these typically need to be [[Irreversible Events]] for a story line to be able to progress meaningfully. [[Scripted Information Sequences]] are actual actions and events that progress [[Narration Structures]] while being designed beforehand for specifically story purposes. [[Cutscenes]] do the same but does not provide players with opportunities for interaction; [[Quick Time Events]] do but unlike [[Scripted Information Sequences]] forces players to focus upon these. While [[Predetermined Story Structures]] can be built from [[Cutscenes]] among other things, individual [[Cutscenes]] are themselves [[Predetermined Story Structures]] so the patterns can instantiate each other. In general, [[Enforced Agent Behavior]] and [[Ultra-Powerful Events]] can be used to ensure the development of [[Predetermined Story Structures]] but may do so on the cost of players' [[Freedom of Choice]]. Many times actions and events in [[Predetermined Story Structures]] are made to foreshadow what will or may occur later on in the gameplay, i.e. [[Predetermined Story Structures]] can be designed to create [[Predictable Consequences]] and [[Tension]] in gameplay. The opposite is of course also true, [[Predetermined Story Structures]] can contain [[Ambiguous Responses]] and [[Surprises]]. Specific events may also be used to enforce [[Character Defining Actions]] for [[Characters]] or make players experience that they have [[Luck]] (but the latter only works if it is unexpected). Related to this is the design choice if [[Agents]] in the game should have [[Open Destiny|Open Destinies]], and if so which [[Agents]] should have them and should the [[Open Destiny|Open Destinies]] be [[Predetermined Story Structures]] or be allowed to emerge from gameplay. [[Algorithmic Agents]] allows game designers to not only create [[Agents]] and events they can be part of, but also make systems so they can vary the actions (and thereby the narration) depending on the specifics of particular game instances. All these patterns relate to the fact that [[Predetermined Story Structures]] have a dual relationship with [[Exaggerated Perception of Influence]]; it can both limit it through limiting what players can do and let players have exaggerated influence regarding the things they can do.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>There is typically a staggering of how important, difficult, or significant actions and events are in both narration and gameplay. For this reason, [[Predetermined Story Structures]] often make use of pattern such as [[Ever Increasing Difficulty]], [[Higher-Level Closures as Gameplay Progresses]], and  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>There is typically a staggering of how important, difficult, or significant actions and events are in both narration and gameplay. For this reason, [[Predetermined Story Structures]] often make use of pattern such as [[Ever Increasing Difficulty]], [[Higher-Level Closures as Gameplay Progresses]], and [[Increasing Rewards]]. [[Varying Rule Sets]] can be used to create many of these effects <ins class="diffchange diffchange-inline">and [[Access Rewards]] can be used to make sure that events happen in specific orders wanted to narration purposes</ins>.</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Increasing Rewards]]. [[Varying Rule Sets]] can be used to create many of these effects.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Game designs typically want to ensure that players have gameplay goals that work together with [[Predetermined Story Structures]] as well as support each other. [[Entrenching Gameplay]] can provide structures without relying on [[Characters]] but [[Agents]] or [[Characters]] are typically fundamental for this, with the above note on [[Emotional Engrossment]] presenting one way in which this is done. [[Quests]] is another very common way to do this, with [[Main Quests]] being the ones that are related to the storyline players are intended to experience and [[Sidequests]] offer additional material for those players that either simply wish for more narration and gameplay or want specific experiences. A third way is to let players have some say in how the story will end, which often is done through providing players with a [[Selectable Set of Goals]] that corresponds to the different ends possible in the story (the [[Fallout series]] and [[Witcher series]] are two examples of this). [[Gain Competence]] goals typically can combine gameplay goal of improving one's position in the game with narrative goals, and closures of these can lead to [[Character Development]] regardless if they result in [[New Abilities]] or [[Ability Losses]]. [[Red Herrings]] can be used to make players have to think critically about what they are experiencing or set up players for [[Surprises]]. [[Ephemeral Goals]] can give more detail to [[Game Worlds]] with [[Predetermined Story Structures]] but may annoy players that are set on gameplay which is tightly coupled to the narration.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Game designs typically want to ensure that players have gameplay goals that work together with [[Predetermined Story Structures]] as well as support each other. [[Entrenching Gameplay]] can provide structures without relying on [[Characters]] but [[Agents]] or [[Characters]] are typically fundamental for this, with the above note on [[Emotional Engrossment]] presenting one way in which this is done. [[Quests]] is another very common way to do this, with [[Main Quests]] being the ones that are related to the storyline players are intended to experience and [[Sidequests]] offer additional material for those players that either simply wish for more narration and gameplay or want specific experiences. A third way is to let players have some say in how the story will end, which often is done through providing players with a [[Selectable Set of Goals]] that corresponds to the different ends possible in the story (the [[Fallout series]] and [[Witcher series]] are two examples of this). [[Gain Competence]] goals typically can combine gameplay goal of improving one's position in the game with narrative goals, and closures of these can lead to [[Character Development]] regardless if they result in [[New Abilities]] or [[Ability Losses]]. [[Red Herrings]] can be used to make players have to think critically about what they are experiencing or set up players for [[Surprises]]. [[Ephemeral Goals]] can give more detail to [[Game Worlds]] with [[Predetermined Story Structures]] but may annoy players that are set on gameplay which is tightly coupled to the narration.  </div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l38" >Line 38:</td>
<td colspan="2" class="diff-lineno">Line 37:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Several patterns can be difficult to use with [[Predetermined Story Structures]] or make the use of these structures difficult. Games that encourage [[Speedruns]] basically asks players to disregard everything but the most efficient gameplay when doing these. [[Unwinnable Games]] by their definition have no natural ending besides failure which limits which types of stories can be told through them; in addition, the potential length of them is often indefinite which is also difficult to combine with non-repetitive narration. This is also the reason why [[Grind Achievements]] may be difficult to combine meaningfully with [[Predetermined Story Structures]]. [[Permadeath]], either in the form of [[Player Elimination]] or [[Death Consequences]] applied to narratively important [[Characters]], can break planned use of [[Predetermined Story Structures]] since [[Agents]] intended to perform actions may no longer be available. [[Early Leaving Players]] and [[Late Arriving Players]] can cause problems both in that [[Agents]] may not be present when they are needed and that [[Late Arriving Players]] may have missed the narration so far and may need individual [[Summary Updates]] with can cause [[Downtime]] for other players; more generally [[Negotiable Game Instance Duration]] make the use of [[Predetermined Story Structures]] more difficult to design since they must be flexible regarding their length. [[Coupled Games]] have a slightly similar problem in that the gameplay of a single player in two different games needs to have compatible [[Predetermined Story Structures]] for both of them to function well. Giving [[Randomness]] to large part of a game design can make [[Predetermined Story Structures]] irrelevant. [[Procedurally Generated Game Worlds]] can be an example of this although this can be avoided if algorithms to create [[Predetermined Story Structures]] are part of the procedural generation process. [[Self-Facilitated Games]] puts players in power positions to ignore or modify [[Predetermined Story Structures]], thereby questioning the predetermined aspect of the pattern. [[Persistent Game Worlds]] either make [[Predetermined Story Structures]] only useable once or only part of localized stories with no narrative consequence on the [[Game Worlds|Game World]] at large.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Several patterns can be difficult to use with [[Predetermined Story Structures]] or make the use of these structures difficult. Games that encourage [[Speedruns]] basically asks players to disregard everything but the most efficient gameplay when doing these. [[Unwinnable Games]] by their definition have no natural ending besides failure which limits which types of stories can be told through them; in addition, the potential length of them is often indefinite which is also difficult to combine with non-repetitive narration. This is also the reason why [[Grind Achievements]] may be difficult to combine meaningfully with [[Predetermined Story Structures]]. [[Permadeath]], either in the form of [[Player Elimination]] or [[Death Consequences]] applied to narratively important [[Characters]], can break planned use of [[Predetermined Story Structures]] since [[Agents]] intended to perform actions may no longer be available. [[Early Leaving Players]] and [[Late Arriving Players]] can cause problems both in that [[Agents]] may not be present when they are needed and that [[Late Arriving Players]] may have missed the narration so far and may need individual [[Summary Updates]] with can cause [[Downtime]] for other players; more generally [[Negotiable Game Instance Duration]] make the use of [[Predetermined Story Structures]] more difficult to design since they must be flexible regarding their length. [[Coupled Games]] have a slightly similar problem in that the gameplay of a single player in two different games needs to have compatible [[Predetermined Story Structures]] for both of them to function well. Giving [[Randomness]] to large part of a game design can make [[Predetermined Story Structures]] irrelevant. [[Procedurally Generated Game Worlds]] can be an example of this although this can be avoided if algorithms to create [[Predetermined Story Structures]] are part of the procedural generation process. [[Self-Facilitated Games]] puts players in power positions to ignore or modify [[Predetermined Story Structures]], thereby questioning the predetermined aspect of the pattern. [[Persistent Game Worlds]] either make [[Predetermined Story Structures]] only useable once or only part of localized stories with no narrative consequence on the [[Game Worlds|Game World]] at large.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The usefulness of [[Predetermined Story Structures]] can in some games be increased by adding patterns that allow flexibility in how they are used. [[Dedicated Game Facilitators]] can perform this functionality, and [[Game Masters]] is probably the most powerful in this sense even if they may not be practical to use in all types of games. One example of how [[Game Masters]] can help ensure that [[Predetermined Story Structures]] can work is [[Feigned Die Rolls]]. <del class="diffchange diffchange-inline"> </del></div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The usefulness of [[Predetermined Story Structures]] can in some games be increased by adding patterns that allow flexibility in how they are used. [[Dedicated Game Facilitators]] can perform this functionality, and [[Game Masters]] is probably the most powerful in this sense even if they may not be practical to use in all types of games. One example of how [[Game Masters]] can help ensure that [[Predetermined Story Structures]] can work is [[Feigned Die Rolls]]. [[Non-Consistent Narration]] is one example of how [[Predetermined Story Structures]] can be modified to support gameplay better at the expense of different types of consistency in the game (using [[Instances]] to provide interesting and localized challenges for players of [[:Category:Massively Multiplayer Online Games|MMORPGs]] such as [[World of Warcraft]] is one example of this).</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Non-Consistent Narration]] is one example of how [[Predetermined Story Structures]] can be modified to support gameplay better at the expense of different types of consistency in the game (using [[Instances]] to provide interesting and localized challenges for players of [[:Category:Massively Multiplayer Online Games|MMORPGs]] such as [[World of Warcraft]] is one example of this).</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Diegetic Aspects ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Diegetic Aspects ===</div></td></tr>
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<td colspan="2" class="diff-lineno">Line 94:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Ability Losses]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Ability Losses]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Abstract Player Constructs]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Abstract Player Constructs]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Access Rewards]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Adventures]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Adventures]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Agents]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Agents]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Predetermined_Story_Structures&diff=23128&oldid=prevStaffan Björk at 07:54, 7 August 20152015-08-07T07:54:50Z<p></p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 07:54, 7 August 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l25" >Line 25:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Worlds]] as a whole can be seen as [[Predetermined Story Structures]] since they can contain and organize many individual diegetic elements with story relevance within them. Common story elements related to the physical aspects of [[Game Worlds]] include [[Alarms]], [[Alien Space Bats]] (often explained by an introductory [[Summary Updates|Summary Update]]), [[Big Dumb Objects]], [[Controllers]], [[Environmental Storytelling]], [[Game Items]], [[MacGuffins]], [[Self-Service Kiosks]], [[Switches]], [[Traces]], [[Traps]], and [[Warp Zones]]. [[Clues]] can also be used, as long as they work within the [[Thematic Consistency]]. Games then commonly create [[Predetermined Story Structures]] by putting these in relation to how players move in [[Game Worlds]] (similar to aspects of the narrative Monomyth<ref name="Monomyth"/> pattern and the "Road Movie"<ref name="Road Movie"/> genre). [[Props]] can be used to add flavor and details to [[Predetermined Story Structures]] but are not in-themselves [[Predetermined Story Structures]] unless combined with some other pattern. The elements can be compartmentalized by [[Inaccessible Areas]] and [[Levels]], while [[Privileged Movement]] (given as a [[New Abilities|New Ability]] and [[Conditional Passageways]] can be used to progress a game's narration by opening up new areas. While not necessarily a part of the [[Predetermined Story Structures]], requiring [[Puzzle Solving]] at specific locations can serve the same role as [[Conditional Passageways]]; one example of this can be found in the [[Myst series]]. [[One-Way Travel]] can hinder players from spending time in areas which no more narration is supposed to take place within. [[Quests]] can motivate players to move between places in [[Game Worlds]], as can gameplay specific goals such as [[Reconnaissance]], [[Rescue]], and [[Traverse]]. Introducing story elements that are also gameplay elements during gameplay requires the use of [[Game Element Insertion]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Worlds]] as a whole can be seen as [[Predetermined Story Structures]] since they can contain and organize many individual diegetic elements with story relevance within them. Common story elements related to the physical aspects of [[Game Worlds]] include [[Alarms]], [[Alien Space Bats]] (often explained by an introductory [[Summary Updates|Summary Update]]), [[Big Dumb Objects]], [[Controllers]], [[Environmental Storytelling]], [[Game Items]], [[MacGuffins]], [[Self-Service Kiosks]], [[Switches]], [[Traces]], [[Traps]], and [[Warp Zones]]. [[Clues]] can also be used, as long as they work within the [[Thematic Consistency]]. Games then commonly create [[Predetermined Story Structures]] by putting these in relation to how players move in [[Game Worlds]] (similar to aspects of the narrative Monomyth<ref name="Monomyth"/> pattern and the "Road Movie"<ref name="Road Movie"/> genre). [[Props]] can be used to add flavor and details to [[Predetermined Story Structures]] but are not in-themselves [[Predetermined Story Structures]] unless combined with some other pattern. The elements can be compartmentalized by [[Inaccessible Areas]] and [[Levels]], while [[Privileged Movement]] (given as a [[New Abilities|New Ability]] and [[Conditional Passageways]] can be used to progress a game's narration by opening up new areas. While not necessarily a part of the [[Predetermined Story Structures]], requiring [[Puzzle Solving]] at specific locations can serve the same role as [[Conditional Passageways]]; one example of this can be found in the [[Myst series]]. [[One-Way Travel]] can hinder players from spending time in areas which no more narration is supposed to take place within. [[Quests]] can motivate players to move between places in [[Game Worlds]], as can gameplay specific goals such as [[Reconnaissance]], [[Rescue]], and [[Traverse]]. Introducing story elements that are also gameplay elements during gameplay requires the use of [[Game Element Insertion]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Characters]], especially [[Player Characters]] and [[Companions]], are often important in planning the narration that is to take place during gameplay. This is since they both provide points of [[Emotional Engrossment]] to the players and are [[Agents]] which are needed so that something can act in the [[Game Worlds|Game World]] and be the target of actions ([[Agents]] can be used without [[Characters]] if the game can suffice with flat characterization). The relations these [[Characters]] can have also provide possibilities for [[Predetermined Story Structures]], e.g. [[Betrayal]], [[Enemies]], [[Internal Conflicts]], [[Loyalty]], and [[Social Dilemmas]]. [[Player-Created Characters]] are per definition not [[Predetermined Story Structures]] (from the designers' perspective) but many [[Predetermined Story Structures]] may influence of be part of these [[Characters]], so the pattern described here can influence [[Player-Created Characters]] in order to support certain narrations in a game. The use of [[Characters]] as [[Predetermined Story Structures]] often motivates the construction of [[Dialogues]] as additional structures to develop the narration. While [[Avatars]] more has to do with presentation that narration and [[Abstract Player Constructs]] can be difficultly creating [[Emotional Engrossment]], both can be used to support some [[Predetermined Story Structures]] if the [[Characters|Character]] pattern is not being used. Granting them [[Privileged Abilities]] is common as a way of distinguishing important [[Characters]] from regular [[NPCs]] but these [[NPCs]] may of course also be important for planned events, for example by being [[Helpers]] or belonging to [[Factions]] (which also can provide goals for players to join and opportunities to design for [[Loyalty]] or [[Internal Rivalry]] between members). [[Helpers]] can beside moving narration forward also be used to support any [[Predetermined Story Structures]] by reminding or pointing players in the "right" direction. [[NPCs]] in general also provide possibilities for delivering or elaborating on [[Predetermined Story Structures]] through [[Information Passing]]. [[Boss Monsters]] can be driving forces of the [[Predetermined Story Structures]] (and are often given [[Privileged Abilities]]) but games with no or limited overarching [[Predetermined Story Structures]] can use local ones to provide more substance to [[Boss Monsters]]. An issue that need to be considered when using [[NPCs]] in conjunction with [[Predetermined Story Structures]] is how to deal with their possible deaths, in some cases [[Invulnerabilities]] may be required to guarantee that they can performed their planned roles. Similar to the case of [[Game Element Insertion]] above, introduction of new [[Characters]] are in effect a form of [[Spawning]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Characters]], especially [[Player Characters]] and [[Companions]], are often important in planning the narration that is to take place during gameplay <ins class="diffchange diffchange-inline">- [[Companions]] can be placed in focus rather than [[Player Characters]] through [[Companion Quests]]</ins>. This is since they both provide points of [[Emotional Engrossment]] to the players and are [[Agents]] which are needed so that something can act in the [[Game Worlds|Game World]] and be the target of actions ([[Agents]] can be used without [[Characters]] if the game can suffice with flat characterization). The relations these [[Characters]] can have also provide possibilities for [[Predetermined Story Structures]], e.g. [[Betrayal]], [[Enemies]], [[Internal Conflicts]], [[Loyalty]], and [[Social Dilemmas]]. [[Player-Created Characters]] are per definition not [[Predetermined Story Structures]] (from the designers' perspective) but many [[Predetermined Story Structures]] may influence of be part of these [[Characters]], so the pattern described here can influence [[Player-Created Characters]] in order to support certain narrations in a game. The use of [[Characters]] as [[Predetermined Story Structures]] often motivates the construction of [[Dialogues]] as additional structures to develop the narration. While [[Avatars]] more has to do with presentation that narration and [[Abstract Player Constructs]] can be difficultly creating [[Emotional Engrossment]], both can be used to support some [[Predetermined Story Structures]] if the [[Characters|Character]] pattern is not being used. Granting them [[Privileged Abilities]] is common as a way of distinguishing important [[Characters]] from regular [[NPCs]] but these [[NPCs]] may of course also be important for planned events, for example by being [[Helpers]] or belonging to [[Factions]] (which also can provide goals for players to join and opportunities to design for [[Loyalty]] or [[Internal Rivalry]] between members). [[Helpers]] can beside moving narration forward also be used to support any [[Predetermined Story Structures]] by reminding or pointing players in the "right" direction. [[NPCs]] in general also provide possibilities for delivering or elaborating on [[Predetermined Story Structures]] through [[Information Passing]]. [[Boss Monsters]] can be driving forces of the [[Predetermined Story Structures]] (and are often given [[Privileged Abilities]]) but games with no or limited overarching [[Predetermined Story Structures]] can use local ones to provide more substance to [[Boss Monsters]]. An issue that need to be considered when using [[NPCs]] in conjunction with [[Predetermined Story Structures]] is how to deal with their possible deaths, in some cases [[Invulnerabilities]] may be required to guarantee that they can performed their planned roles. Similar to the case of [[Game Element Insertion]] above, introduction of new [[Characters]] are in effect a form of [[Spawning]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Actions and events make up the second category of structural elements in [[Predetermined Story Structures]], and these typically need to be [[Irreversible Events]] for a story line to be able to progress meaningfully. [[Scripted Information Sequences]] are actual actions and events that progress [[Narration Structures]] while being designed beforehand for specifically story purposes. [[Cutscenes]] do the same but does not provide players with opportunities for interaction; [[Quick Time Events]] do but unlike [[Scripted Information Sequences]] forces players to focus upon these. While [[Predetermined Story Structures]] can be built from [[Cutscenes]] among other things, individual [[Cutscenes]] are themselves [[Predetermined Story Structures]] so the patterns can instantiate each other. In general, [[Enforced Agent Behavior]] and [[Ultra-Powerful Events]] can be used to ensure the development of [[Predetermined Story Structures]] but may do so on the cost of players' [[Freedom of Choice]]. Many times actions and events in [[Predetermined Story Structures]] are made to foreshadow what will or may occur later on in the gameplay, i.e. [[Predetermined Story Structures]] can be designed to create [[Predictable Consequences]] and [[Tension]] in gameplay. The opposite is of course also true, [[Predetermined Story Structures]] can contain [[Ambiguous Responses]] and [[Surprises]]. Specific events may also be used to enforce [[Character Defining Actions]] for [[Characters]] or make players experience that they have [[Luck]] (but the latter only works if it is unexpected). Related to this is the design choice if [[Agents]] in the game should have [[Open Destiny|Open Destinies]], and if so which [[Agents]] should have them and should the [[Open Destiny|Open Destinies]] be [[Predetermined Story Structures]] or be allowed to emerge from gameplay. [[Algorithmic Agents]] allows game designers to not only create [[Agents]] and events they can be part of, but also make systems so they can vary the actions (and thereby the narration) depending on the specifics of particular game instances. All these patterns relate to the fact that [[Predetermined Story Structures]] have a dual relationship with [[Exaggerated Perception of Influence]]; it can both limit it through limiting what players can do and let players have exaggerated influence regarding the things they can do.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Actions and events make up the second category of structural elements in [[Predetermined Story Structures]], and these typically need to be [[Irreversible Events]] for a story line to be able to progress meaningfully. [[Scripted Information Sequences]] are actual actions and events that progress [[Narration Structures]] while being designed beforehand for specifically story purposes. [[Cutscenes]] do the same but does not provide players with opportunities for interaction; [[Quick Time Events]] do but unlike [[Scripted Information Sequences]] forces players to focus upon these. While [[Predetermined Story Structures]] can be built from [[Cutscenes]] among other things, individual [[Cutscenes]] are themselves [[Predetermined Story Structures]] so the patterns can instantiate each other. In general, [[Enforced Agent Behavior]] and [[Ultra-Powerful Events]] can be used to ensure the development of [[Predetermined Story Structures]] but may do so on the cost of players' [[Freedom of Choice]]. Many times actions and events in [[Predetermined Story Structures]] are made to foreshadow what will or may occur later on in the gameplay, i.e. [[Predetermined Story Structures]] can be designed to create [[Predictable Consequences]] and [[Tension]] in gameplay. The opposite is of course also true, [[Predetermined Story Structures]] can contain [[Ambiguous Responses]] and [[Surprises]]. Specific events may also be used to enforce [[Character Defining Actions]] for [[Characters]] or make players experience that they have [[Luck]] (but the latter only works if it is unexpected). Related to this is the design choice if [[Agents]] in the game should have [[Open Destiny|Open Destinies]], and if so which [[Agents]] should have them and should the [[Open Destiny|Open Destinies]] be [[Predetermined Story Structures]] or be allowed to emerge from gameplay. [[Algorithmic Agents]] allows game designers to not only create [[Agents]] and events they can be part of, but also make systems so they can vary the actions (and thereby the narration) depending on the specifics of particular game instances. All these patterns relate to the fact that [[Predetermined Story Structures]] have a dual relationship with [[Exaggerated Perception of Influence]]; it can both limit it through limiting what players can do and let players have exaggerated influence regarding the things they can do.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l109" >Line 109:</td>
<td colspan="2" class="diff-lineno">Line 109:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Characters]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Characters]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Companions]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Companions]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Companions Quests]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Conditional Passageways]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Conditional Passageways]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Controllers]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Controllers]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Predetermined_Story_Structures&diff=22898&oldid=prevStaffan Björk at 12:08, 4 August 20152015-08-04T12:08:42Z<p></p>
<table class='diff diff-contentalign-left'>
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<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 12:08, 4 August 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l27" >Line 27:</td>
<td colspan="2" class="diff-lineno">Line 27:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Characters]], especially [[Player Characters]] and [[Companions]], are often important in planning the narration that is to take place during gameplay. This is since they both provide points of [[Emotional Engrossment]] to the players and are [[Agents]] which are needed so that something can act in the [[Game Worlds|Game World]] and be the target of actions ([[Agents]] can be used without [[Characters]] if the game can suffice with flat characterization). The relations these [[Characters]] can have also provide possibilities for [[Predetermined Story Structures]], e.g. [[Betrayal]], [[Enemies]], [[Internal Conflicts]], [[Loyalty]], and [[Social Dilemmas]]. [[Player-Created Characters]] are per definition not [[Predetermined Story Structures]] (from the designers' perspective) but many [[Predetermined Story Structures]] may influence of be part of these [[Characters]], so the pattern described here can influence [[Player-Created Characters]] in order to support certain narrations in a game. The use of [[Characters]] as [[Predetermined Story Structures]] often motivates the construction of [[Dialogues]] as additional structures to develop the narration. While [[Avatars]] more has to do with presentation that narration and [[Abstract Player Constructs]] can be difficultly creating [[Emotional Engrossment]], both can be used to support some [[Predetermined Story Structures]] if the [[Characters|Character]] pattern is not being used. Granting them [[Privileged Abilities]] is common as a way of distinguishing important [[Characters]] from regular [[NPCs]] but these [[NPCs]] may of course also be important for planned events, for example by being [[Helpers]] or belonging to [[Factions]] (which also can provide goals for players to join and opportunities to design for [[Loyalty]] or [[Internal Rivalry]] between members). [[Helpers]] can beside moving narration forward also be used to support any [[Predetermined Story Structures]] by reminding or pointing players in the "right" direction. [[NPCs]] in general also provide possibilities for delivering or elaborating on [[Predetermined Story Structures]] through [[Information Passing]]. [[Boss Monsters]] can be driving forces of the [[Predetermined Story Structures]] (and are often given [[Privileged Abilities]]) but games with no or limited overarching [[Predetermined Story Structures]] can use local ones to provide more substance to [[Boss Monsters]]. An issue that need to be considered when using [[NPCs]] in conjunction with [[Predetermined Story Structures]] is how to deal with their possible deaths, in some cases [[Invulnerabilities]] may be required to guarantee that they can performed their planned roles. Similar to the case of [[Game Element Insertion]] above, introduction of new [[Characters]] are in effect a form of [[Spawning]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Characters]], especially [[Player Characters]] and [[Companions]], are often important in planning the narration that is to take place during gameplay. This is since they both provide points of [[Emotional Engrossment]] to the players and are [[Agents]] which are needed so that something can act in the [[Game Worlds|Game World]] and be the target of actions ([[Agents]] can be used without [[Characters]] if the game can suffice with flat characterization). The relations these [[Characters]] can have also provide possibilities for [[Predetermined Story Structures]], e.g. [[Betrayal]], [[Enemies]], [[Internal Conflicts]], [[Loyalty]], and [[Social Dilemmas]]. [[Player-Created Characters]] are per definition not [[Predetermined Story Structures]] (from the designers' perspective) but many [[Predetermined Story Structures]] may influence of be part of these [[Characters]], so the pattern described here can influence [[Player-Created Characters]] in order to support certain narrations in a game. The use of [[Characters]] as [[Predetermined Story Structures]] often motivates the construction of [[Dialogues]] as additional structures to develop the narration. While [[Avatars]] more has to do with presentation that narration and [[Abstract Player Constructs]] can be difficultly creating [[Emotional Engrossment]], both can be used to support some [[Predetermined Story Structures]] if the [[Characters|Character]] pattern is not being used. Granting them [[Privileged Abilities]] is common as a way of distinguishing important [[Characters]] from regular [[NPCs]] but these [[NPCs]] may of course also be important for planned events, for example by being [[Helpers]] or belonging to [[Factions]] (which also can provide goals for players to join and opportunities to design for [[Loyalty]] or [[Internal Rivalry]] between members). [[Helpers]] can beside moving narration forward also be used to support any [[Predetermined Story Structures]] by reminding or pointing players in the "right" direction. [[NPCs]] in general also provide possibilities for delivering or elaborating on [[Predetermined Story Structures]] through [[Information Passing]]. [[Boss Monsters]] can be driving forces of the [[Predetermined Story Structures]] (and are often given [[Privileged Abilities]]) but games with no or limited overarching [[Predetermined Story Structures]] can use local ones to provide more substance to [[Boss Monsters]]. An issue that need to be considered when using [[NPCs]] in conjunction with [[Predetermined Story Structures]] is how to deal with their possible deaths, in some cases [[Invulnerabilities]] may be required to guarantee that they can performed their planned roles. Similar to the case of [[Game Element Insertion]] above, introduction of new [[Characters]] are in effect a form of [[Spawning]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Actions and events make up the second category of structural elements in [[Predetermined Story Structures]], and these typically need to be [[Irreversible Events]] for a <del class="diffchange diffchange-inline">storyline </del>to be able to progress meaningfully. [[Scripted Information Sequences]] are actual actions and events that progress [[Narration Structures]] while being designed beforehand for specifically story purposes. [[Cutscenes]] do the same but does not provide players with opportunities for interaction; [[Quick Time Events]] do but unlike [[Scripted Information Sequences]] forces players to focus upon these. While [[Predetermined Story Structures]] can be built from [[Cutscenes]] among other things, individual [[Cutscenes]] are themselves [[Predetermined Story Structures]] so the patterns can instantiate each other. In general, [[Enforced Agent Behavior]] and [[Ultra-Powerful Events]] can be used to ensure the development of [[Predetermined Story Structures]] but may do so on the cost of players' [[Freedom of Choice]]. Many times actions and events in [[Predetermined Story Structures]] are made to foreshadow what will or may occur later on in the gameplay, i.e. [[Predetermined Story Structures]] can be designed to create [[Predictable Consequences]] and [[Tension]] in gameplay. The opposite is of course also true, [[Predetermined Story Structures]] can contain [[Ambiguous Responses]] and [[Surprises]]. Specific events may also be used to enforce [[Character Defining Actions]] or make players experience that they have [[Luck]] (but the latter only works if it is unexpected). Related to this is the design choice if [[Agents]] in the game should have [[Open Destiny|Open Destinies]], and if so which [[Agents]] should have them and should the [[Open Destiny|Open Destinies]] be [[Predetermined Story Structures]] or be allowed to emerge from gameplay. [[Algorithmic Agents]] allows game designers to not only create [[Agents]] and events they can be part of, but also make systems so they can vary the actions (and thereby the narration) depending on the specifics of particular game instances. All these patterns relate to the fact that [[Predetermined Story Structures]] have a dual relationship with [[Exaggerated Perception of Influence]]; it can both limit it through limiting what players can do and let players have exaggerated influence regarding the things they can do.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Actions and events make up the second category of structural elements in [[Predetermined Story Structures]], and these typically need to be [[Irreversible Events]] for a <ins class="diffchange diffchange-inline">story line </ins>to be able to progress meaningfully. [[Scripted Information Sequences]] are actual actions and events that progress [[Narration Structures]] while being designed beforehand for specifically story purposes. [[Cutscenes]] do the same but does not provide players with opportunities for interaction; [[Quick Time Events]] do but unlike [[Scripted Information Sequences]] forces players to focus upon these. While [[Predetermined Story Structures]] can be built from [[Cutscenes]] among other things, individual [[Cutscenes]] are themselves [[Predetermined Story Structures]] so the patterns can instantiate each other. In general, [[Enforced Agent Behavior]] and [[Ultra-Powerful Events]] can be used to ensure the development of [[Predetermined Story Structures]] but may do so on the cost of players' [[Freedom of Choice]]. Many times actions and events in [[Predetermined Story Structures]] are made to foreshadow what will or may occur later on in the gameplay, i.e. [[Predetermined Story Structures]] can be designed to create [[Predictable Consequences]] and [[Tension]] in gameplay. The opposite is of course also true, [[Predetermined Story Structures]] can contain [[Ambiguous Responses]] and [[Surprises]]. Specific events may also be used to enforce [[Character Defining Actions<ins class="diffchange diffchange-inline">]] for [[Characters</ins>]] or make players experience that they have [[Luck]] (but the latter only works if it is unexpected). Related to this is the design choice if [[Agents]] in the game should have [[Open Destiny|Open Destinies]], and if so which [[Agents]] should have them and should the [[Open Destiny|Open Destinies]] be [[Predetermined Story Structures]] or be allowed to emerge from gameplay. [[Algorithmic Agents]] allows game designers to not only create [[Agents]] and events they can be part of, but also make systems so they can vary the actions (and thereby the narration) depending on the specifics of particular game instances. All these patterns relate to the fact that [[Predetermined Story Structures]] have a dual relationship with [[Exaggerated Perception of Influence]]; it can both limit it through limiting what players can do and let players have exaggerated influence regarding the things they can do.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>There is typically a staggering of how important, difficult, or significant actions and events are in both narration and gameplay. For this reason, [[Predetermined Story Structures]] often make use of pattern such as [[Ever Increasing Difficulty]], [[Higher-Level Closures as Gameplay Progresses]], and  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>There is typically a staggering of how important, difficult, or significant actions and events are in both narration and gameplay. For this reason, [[Predetermined Story Structures]] often make use of pattern such as [[Ever Increasing Difficulty]], [[Higher-Level Closures as Gameplay Progresses]], and  </div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l59" >Line 59:</td>
<td colspan="2" class="diff-lineno">Line 59:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Relations ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Relations ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Instantiate ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Instantiate ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">[[Character Defining Actions]], </del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Companions]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Companions]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Cutscenes]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Cutscenes]],  </div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l72" >Line 72:</td>
<td colspan="2" class="diff-lineno">Line 71:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Storytelling]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Storytelling]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Tension]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Tension]]</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">==== with [[Characters]] ====</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Character Defining Actions]]</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Clues]] ====</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Clues]] ====</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Predetermined_Story_Structures&diff=19244&oldid=prevStaffan Björk at 16:37, 11 September 20142014-09-11T16:37:42Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 16:37, 11 September 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l43" >Line 43:</td>
<td colspan="2" class="diff-lineno">Line 43:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Diegetic Aspects ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Diegetic Aspects ===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Predetermined Story Structures]] is a [[:Category:Diegetic Patterns|Diegetic Pattern]] in the way that all patterns used in relation to it need to comply with [[Diegetic Consistency|Diegetic]] or [[Thematic Consistency]] if a game is that have these. The most important parts of [[Predetermined Story Structures]] can be designed to be [[Diegetically Outstanding Features]] to ensure that players pay more attention to them.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Predetermined Story Structures]] is a [[:Category:Diegetic Patterns|Diegetic Pattern]] in the way that all patterns used in relation to it need to comply with [[Diegetic Consistency|Diegetic]] or [[Thematic Consistency]] if a game is that have these. The most important parts of [[Predetermined Story Structures]] can be designed to be [[Diegetically Outstanding Features]] to ensure that players pay more attention to them.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">=== Interface Aspects ===</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Player Aids]] are [[Props]] that help convey [[Predetermined Story Structures]].</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Narrative Aspects ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Narrative Aspects ===</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l176" >Line 176:</td>
<td colspan="2" class="diff-lineno">Line 179:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Open Destiny]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Open Destiny]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Permadeath]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Permadeath]],  </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[<del class="diffchange diffchange-inline">Puzzle Solving</del>]],  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[<ins class="diffchange diffchange-inline">Player Aids</ins>]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Props]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Props]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Puzzle Solving]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Randomness]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Randomness]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Red Herrings]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Red Herrings]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Predetermined_Story_Structures&diff=18856&oldid=prevStaffan Björk at 08:47, 22 August 20142014-08-22T08:47:55Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 08:47, 22 August 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l21" >Line 21:</td>
<td colspan="2" class="diff-lineno">Line 21:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Predetermined Story Structures]] are explicit [[Narration Structures]] that designers create before gameplay begins and are used to provide a narrative layer to gameplay. An important consideration for the design of any [[Predetermined Story Structures]] is if they should support [[Single-Player Games|Single-Player]] or [[Multiplayer Games]]. The former can be easier to design for since there is only one [[Focus Loci]] to consider through which players can affect the narration and it is easier to satisfy [[Freedom of Choice]] for one player than many in choosing [[Predetermined Story Structures]]. Both can give rise to [[Social Interaction]] related to the narration, the latter due to [[Social Interaction]] between players can be part of the actual narration and the former because players may discuss what narrative experiences they had with other player who have also played the game.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Predetermined Story Structures]] are explicit [[Narration Structures]] that designers create before gameplay begins and are used to provide a narrative layer to gameplay. An important consideration for the design of any [[Predetermined Story Structures]] is if they should support [[Single-Player Games|Single-Player]] or [[Multiplayer Games]]. The former can be easier to design for since there is only one [[Focus Loci]] to consider through which players can affect the narration and it is easier to satisfy [[Freedom of Choice]] for one player than many in choosing [[Predetermined Story Structures]]. Both can give rise to [[Social Interaction]] related to the narration, the latter due to [[Social Interaction]] between players can be part of the actual narration and the former because players may discuss what narrative experiences they had with other player who have also played the game.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Depending on which medium the game uses to present these structures to players, the use of [[Predetermined Story Structures]] may require the presence of [[Dedicated Game Facilitators]] but any type of [[Mediated Gameplay]] makes it easier to control the presentation and feasibility of being able to use [[Predetermined Story Structures]]. In games with [[Alternate Reality Gameplay]], it can be used to differentiate the game from the real world and in games with [[Crossmedia Gameplay]] the structures can be spread out over several different mediums. [[Detective Structures]] and [[Melodramatic Structures]] are two categories of [[Predetermined Story Structures]] based upon how players receive information about the events, the former limiting to individual [[Characters]] while the other letting players know more than the [[Characters]] in the games. [[Never Ending Stories]] is another category which can be created through continuous reuse of [[Predetermined Story Structures]]. [[Adventures]] are short [[Predetermined Story Structures]] while [[Campaigns]] are collections of [[Adventures]]. [[Scenarios]] are setups for [[:Category:Wargames|Wargames]] and [[:Category:Board Games|Board Games]] (e.g. [[Advanced Squad Leader]], [[Memoir '44]], and [[Space Alert]]); these may include backstories, descriptions of what happened in events that inspired the [[Scenarios]], and may make certain gameplay developments be very likely do to the positions and amounts of [[Units]] of each side. [[Instances]] can have self-contained [[Predetermined Story Structures]] in games which multiple different player groups can experience independently without affecting each other. On an elemental level, [[Predetermined Story Structures]] consist of two main parts: the important game entities in the [[Game Worlds]] and the events that are planned to occur which affect them. A major design choice related to the events are if players should have some [[Freedom of Choice]] related to which events take place; this typically means that the [[Predetermined Story Structures]] changes from being a linear structure to a branching tree structure. Another if is [[Randomness]] should be used to determine which elements should be used or which types of structures; this can go as far being used to create completely [[Procedurally Generated Game Worlds]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Depending on which medium the game uses to present these structures to players, the use of [[Predetermined Story Structures]] may require the presence of [[Dedicated Game Facilitators]] but any type of [[Mediated Gameplay]] makes it easier to control the presentation and feasibility of being able to use [[Predetermined Story Structures]] <ins class="diffchange diffchange-inline">([[Phasing]] is an advanced use of this to share some but not all game elements between players to be able to use [[Predetermined Story Structures]] for some players without revealing it to others)</ins>. In games with [[Alternate Reality Gameplay]], it can be used to differentiate the game from the real world and in games with [[Crossmedia Gameplay]] the structures can be spread out over several different mediums. [[Detective Structures]] and [[Melodramatic Structures]] are two categories of [[Predetermined Story Structures]] based upon how players receive information about the events, the former limiting to individual [[Characters]] while the other letting players know more than the [[Characters]] in the games. [[Never Ending Stories]] is another category which can be created through continuous reuse of [[Predetermined Story Structures]]. [[Adventures]] are short [[Predetermined Story Structures]] while [[Campaigns]] are collections of [[Adventures]]. [[Scenarios]] are setups for [[:Category:Wargames|Wargames]] and [[:Category:Board Games|Board Games]] (e.g. [[Advanced Squad Leader]], [[Memoir '44]], and [[Space Alert]]); these may include backstories, descriptions of what happened in events that inspired the [[Scenarios]], and may make certain gameplay developments be very likely do to the positions and amounts of [[Units]] of each side. [[Instances]] can have self-contained [[Predetermined Story Structures]] in games which multiple different player groups can experience independently without affecting each other. On an elemental level, [[Predetermined Story Structures]] consist of two main parts: the important game entities in the [[Game Worlds]] and the events that are planned to occur which affect them. A major design choice related to the events are if players should have some [[Freedom of Choice]] related to which events take place; this typically means that the [[Predetermined Story Structures]] changes from being a linear structure to a branching tree structure. Another if is [[Randomness]] should be used to determine which elements should be used or which types of structures; this can go as far being used to create completely [[Procedurally Generated Game Worlds]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Worlds]] as a whole can be seen as [[Predetermined Story Structures]] since they can contain and organize many individual diegetic elements with story relevance within them. Common story elements related to the physical aspects of [[Game Worlds]] include [[Alarms]], [[Alien Space Bats]] (often explained by an introductory [[Summary Updates|Summary Update]]), [[Big Dumb Objects]], [[Controllers]], [[Environmental Storytelling]], [[Game Items]], [[MacGuffins]], [[Self-Service Kiosks]], [[Switches]], [[Traces]], [[Traps]], and [[Warp Zones]]. [[Clues]] can also be used, as long as they work within the [[Thematic Consistency]]. Games then commonly create [[Predetermined Story Structures]] by putting these in relation to how players move in [[Game Worlds]] (similar to aspects of the narrative Monomyth<ref name="Monomyth"/> pattern and the "Road Movie"<ref name="Road Movie"/> genre). [[Props]] can be used to add flavor and details to [[Predetermined Story Structures]] but are not in-themselves [[Predetermined Story Structures]] unless combined with some other pattern. The elements can be compartmentalized by [[Inaccessible Areas]] and [[Levels]], while [[Privileged Movement]] (given as a [[New Abilities|New Ability]] and [[Conditional Passageways]] can be used to progress a game's narration by opening up new areas. While not necessarily a part of the [[Predetermined Story Structures]], requiring [[Puzzle Solving]] at specific locations can serve the same role as [[Conditional Passageways]]; one example of this can be found in the [[Myst series]]. [[One-Way Travel]] can hinder players from spending time in areas which no more narration is supposed to take place within. [[Quests]] can motivate players to move between places in [[Game Worlds]], as can gameplay specific goals such as [[Reconnaissance]], [[Rescue]], and [[Traverse]]. Introducing story elements that are also gameplay elements during gameplay requires the use of [[Game Element Insertion]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Worlds]] as a whole can be seen as [[Predetermined Story Structures]] since they can contain and organize many individual diegetic elements with story relevance within them. Common story elements related to the physical aspects of [[Game Worlds]] include [[Alarms]], [[Alien Space Bats]] (often explained by an introductory [[Summary Updates|Summary Update]]), [[Big Dumb Objects]], [[Controllers]], [[Environmental Storytelling]], [[Game Items]], [[MacGuffins]], [[Self-Service Kiosks]], [[Switches]], [[Traces]], [[Traps]], and [[Warp Zones]]. [[Clues]] can also be used, as long as they work within the [[Thematic Consistency]]. Games then commonly create [[Predetermined Story Structures]] by putting these in relation to how players move in [[Game Worlds]] (similar to aspects of the narrative Monomyth<ref name="Monomyth"/> pattern and the "Road Movie"<ref name="Road Movie"/> genre). [[Props]] can be used to add flavor and details to [[Predetermined Story Structures]] but are not in-themselves [[Predetermined Story Structures]] unless combined with some other pattern. The elements can be compartmentalized by [[Inaccessible Areas]] and [[Levels]], while [[Privileged Movement]] (given as a [[New Abilities|New Ability]] and [[Conditional Passageways]] can be used to progress a game's narration by opening up new areas. While not necessarily a part of the [[Predetermined Story Structures]], requiring [[Puzzle Solving]] at specific locations can serve the same role as [[Conditional Passageways]]; one example of this can be found in the [[Myst series]]. [[One-Way Travel]] can hinder players from spending time in areas which no more narration is supposed to take place within. [[Quests]] can motivate players to move between places in [[Game Worlds]], as can gameplay specific goals such as [[Reconnaissance]], [[Rescue]], and [[Traverse]]. Introducing story elements that are also gameplay elements during gameplay requires the use of [[Game Element Insertion]].</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l187" >Line 187:</td>
<td colspan="2" class="diff-lineno">Line 187:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Temporal Consistency]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Temporal Consistency]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Varying Rule Sets]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Varying Rule Sets]]</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Phasing]] in [[Multiplayer Games]] with [[Mediated Gameplay]]</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Possible Closure Effects ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Possible Closure Effects ===</div></td></tr>
</table>Staffan Björk