Difference between revisions of "Scripted Information Sequences"

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Revision as of 18:20, 7 June 2011

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This pattern is a still a stub.

Examples

Half-Life

Using the pattern

Scripted Sequences is an alternative to Cutscenes that lets computer-based games present Predetermined Story Structures while still letting gameplay continue.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Scripted Animation Sequences are typically Ultra-Powerful Events once they have been started. Even if this means that players may not be able to interrupt or influence the Scripted Animation Sequences it still gives an amount of Freedom of Choice compared to Cutscenes in that one can at least explore other parts of Game Worlds while the animations are shown. Although Scripted Animation Sequences typically take place where players can give them their full attention, the pattern can be used to to modulate The Show Must Go On by requiring players to engage in Attention Swapping.

Can Instantiate

Freedom of Choice, Predetermined Story Structures, Ultra-Powerful Events

with The Show Must Go On

Attention Swapping

Can Modulate

The Show Must Go On

Can Be Instantiated By

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Can Be Modulated By

Invisible Walls

Possible Closure Effects

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Potentially Conflicting With

Exaggerated Perception of Influence

Own Agenda if the game also is intended to have Replayability

History

New pattern created in this wiki.

References

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Acknowledgements

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