Difference between revisions of "Scenes"

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== Using the pattern ==
 
== Using the pattern ==
 +
[[Narration Structures]]
 +
[[Game Worlds]]
 +
[[Characters]]
 +
[[Temporal Consistency]]
 +
[[Melodramatic Structures]]
 +
[[Open Destiny]]
 +
[[Creative Control]]
 +
[[Levels]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
---
 +
[[Predetermined Story Structures]] and can thereby be used to progress a narrative as gameplay progresses, especially since any present [[Boss Monsters]] or [[Environmental Storytelling]]
 +
---
  
 
== Relations ==
 
== Relations ==
[[Narration Structures]]
+
[[Cutscenes]]
[[Game Worlds]]
+
[[Environmental Storytelling]]
[[Characters]]
+
[[Predetermined Story Structures]]
[[Temporal Consistency]]
+
[[Melodramatic Structures]]
+
[[Open Destiny]]
+
[[Creative Control]]
+
[[Levels]]
+
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Game Worlds]],
 +
[[Melodramatic Structures]],
 +
[[Narration Structures]]
  
 
==== with ... ====
 
==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Characters]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Levels]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Creative Control]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Open Destiny]],
 +
[[Temporal Consistency]]
  
 
== History ==
 
== History ==

Revision as of 12:38, 30 June 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Toon

Vampire: The Masquerade

Fahrenheit

Assassin's Creed series


Anti-Examples

optional

Using the pattern

Narration Structures Game Worlds Characters Temporal Consistency Melodramatic Structures Open Destiny Creative Control Levels

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

--- Predetermined Story Structures and can thereby be used to progress a narrative as gameplay progresses, especially since any present Boss Monsters or Environmental Storytelling ---

Relations

Cutscenes Environmental Storytelling Predetermined Story Structures

Can Instantiate

Game Worlds, Melodramatic Structures, Narration Structures

with ...

Can Modulate

Characters

Can Be Instantiated By

Levels

Can Be Modulated By

Creative Control

Possible Closure Effects

-

Potentially Conflicting With

Open Destiny, Temporal Consistency

History

New pattern created in this wiki.

References

Cite error: <ref> tag defined in <references> has group attribute "" which does not appear in prior text.

Acknowledgements

-