Difference between revisions of "Scenes"

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Since [[Levels]] create rigidly-confined [[Scenes]], many [[:Category:Computer Games|Computer Games]] exhibits the pattern also. [[:Category:Adventure Games|Adventure Games]] are among those that most often make use of [[Levels]] for narrative purposes, with [[Grim Fandango]] and the [[Walking Dead series]]as examples of how Scenes]] unlock the narration as gameplay challenges are overcome. [[Fahrenheit]] shows a more complex use of [[Scenes]] in that it shifts which character the player controls between each of them.  
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Since [[Levels]] create rigidly-confined [[Scenes]], many [[:Category:Computer Games|Computer Games]] exhibits the pattern also. [[:Category:Adventure Games|Adventure Games]] are among those that most often make use of [[Levels]] for narrative purposes, with [[Grim Fandango]] and the [[Walking Dead series]]as examples of how [[Scenes]] unlock the narration as gameplay challenges are overcome. [[Fahrenheit]] shows a more complex use of [[Scenes]] in that it shifts which character the player controls between each of them.  
  
[[Assassin's Creed series]]
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The [[Assassin's Creed series]] is an example of how
  
  

Revision as of 12:52, 30 June 2014

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

This pattern is a still a stub.

Examples

Scenes are a game concept is primarily used in Tabletop Roleplaying Games.

Toon

Vampire: The Masquerade

Fiasco and Universalis


Since Levels create rigidly-confined Scenes, many Computer Games exhibits the pattern also. Adventure Games are among those that most often make use of Levels for narrative purposes, with Grim Fandango and the Walking Dead seriesas examples of how Scenes unlock the narration as gameplay challenges are overcome. Fahrenheit shows a more complex use of Scenes in that it shifts which character the player controls between each of them.

The Assassin's Creed series is an example of how


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

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Acknowledgements

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