Difference between revisions of "Scripted Information Sequences"

From gdp3
Jump to: navigation, search
Line 7: Line 7:
 
[[Category:Stub]]
 
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''...''
+
''Preset sequences of events that take place while players can still affect gameplay.''
  
This pattern is a still a stub.
+
Storytelling can be difficult to use in games since the telling can come in conflict with the possibility for players to do things. [[Scripted Animation Sequences]] is one way to try and combine these by have small localized series of events be presented in the game world simultaneously as players can interact with that world. The sequences may be able to interrupt but in many cases cannot be this but this does not have to rob players of gameplay agency if the sequences are placed so there are diegetic reasons for this, e.g. the events taking place on the other side of a chasm or bulletproof glass window.
  
 
=== Examples ===
 
=== Examples ===
Line 19: Line 19:
 
[[Invisible Walls]]
 
[[Invisible Walls]]
  
Spelet som vann massa priser på GDC 2010...
+
[[Environmental Storytelling]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
Line 66: Line 66:
  
 
== References ==
 
== References ==
-
+
<references>
 +
<ref name="half-life">Wikipedia [http://en.wikipedia.org/wiki/Half-Life_(video_game) entry] for the game Half-Life.</ref>
 +
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
-
 
-

Revision as of 16:20, 8 June 2011

Preset sequences of events that take place while players can still affect gameplay.

Storytelling can be difficult to use in games since the telling can come in conflict with the possibility for players to do things. Scripted Animation Sequences is one way to try and combine these by have small localized series of events be presented in the game world simultaneously as players can interact with that world. The sequences may be able to interrupt but in many cases cannot be this but this does not have to rob players of gameplay agency if the sequences are placed so there are diegetic reasons for this, e.g. the events taking place on the other side of a chasm or bulletproof glass window.

Examples

Half-Life was pioneering in using Scripted Animation Sequences in First-Person Shooters[1]. The Uncharted series has shown that it can effectively be used also in game using third-person views.

Using the pattern

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

Invisible Walls

Environmental Storytelling

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Scripted Animation Sequences is a way to present Predetermined Story Structures during gameplay, but which are even so 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. Even so, if players can note that the sequences are scripted, this can hurt any Exaggerated Perception of Influence they may have. Also, the eventual Own Agenda of Non-Player Characters in a game can also be compromised if the game has Replayability besides Scripted Animation Sequences; this since seeing a Scripted Animation Sequence several time reveals the artificial nature of the Non-Player Characters.

When combined with as-of-yet not detected Invisible Walls, Scripted Animation Sequences can simultaneously support Narrative Engrossment and Spatial Engrossment since they can place player spatially in the immediate proximity of unfolding events. Although Scripted Animation Sequences typically take place where players can give them their full attention, the pattern can be used to modulate The Show Must Go On by requiring players to engage in Attention Swapping.

Relations

Can Instantiate

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

with Invisible Walls

Narrative Engrossment, Spatial Engrossment

with The Show Must Go On

Attention Swapping

Can Modulate

The Show Must Go On

Can Be Instantiated By

-

Can Be Modulated By

Invisible Walls

Possible Closure Effects

-

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

  1. Wikipedia entry for the game Half-Life.

Acknowledgements

-