Scripted Information Sequences

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This pattern is a still a stub.

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

Spelet som vann massa priser på GDC 2010...

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

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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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  1. Cite error: Invalid <ref> tag; no text was provided for refs named half-life