Thematic Consistency

From gdp3
Jump to: navigation, search

That the characters and objects depicted in a game world are thematically consistent, as is their behavior.

The theme of a game can not only be what makes players initially interested in playing it, but can also help them understand what will be encountered as gameplay elements and challenges. This however requires that the design has a Thematic Consistency; that is, it complies to conventions and other previously established features recognized as a specific theme.

Examples

Using the pattern

A primary design choice that affects Thematic Consistency is what diegetic theme the game has, and this not only affects how things should be presented in games but also how they should behave. For games that do not strive to be (initially) historical, this means that the pattern is modulated by Alternative Realities. Examples of games that avoid Alternative Realities are Wargames, both such as Advanced Squad Leader and Rommel in the Desert that focus upon squads or smaller units and grand strategy games such as Diplomacy and the Hearts of Iron series. Another issue is to what level of detail the theme should be implemented and this can make it impossible to satisfy all players that a game has Thematic Consistency - having believable behaviors from Non-Player Characters, or Player Characters for that fact, is one area where expectations can vary wildly between players. For Self-Facilitated Games it is impossible to guarantee Thematic Consistency since players can add their own descriptions, but they can be encouraged by being provided with a thematically consistent set of game content to begin with.

Quests


Late Arriving Players


Actions Have Diegetically Social Consequences

Gossip


Mules Tools Crafting Abstract Player Constructs Territories Character Development

The theme of a game can not only influence how game elements should be presented but also more or less require their presence in some cases. Game elements that can help create Thematic Consistency but are also restricted in how they can be realized by the theme include Alarms, Avatars, Boss Monsters, Clues (but not those created as Non-Diegetic Features), Companions, Enemies, Environmental Effects, Game Items, Landmarks, Traces, and Units. Big Dumb Objects and Props may in contrast be inserted mainly to instantiate Thematic Consistency given facts related to history or an Alternative Reality. Alien Space Bats do the same but strain players suspension of disbelief more and when this breaks works against the pattern instead. The theme can motivate several of the ways these can be modulated, e.g. by being Destructible Objects, Diegetically Tangible Game Items, or making use of Inventories (although the latter can easily work against Thematic Consistency depending on the physical considerations made in the system). While MacGuffins are less restricted in their appearance by Thematic Consistency (in fact, for them to fit some themes they should only be indirectly referred to), their presence can be required by the same theme that specifically does not care about how they are represented. Geospatial Game Widgets are objects positioned within Game Worlds that break not only Thematic Consistency but also Diegetic Consistency in not being diegetically present in those Game Worlds.

One aspect of Thematic Consistency is to make the behavior of Agents believable. This requires some form of Enforced Agent Behavior. For Non-Player Characters and other Agents run either by Algorithmic Agents or Dedicated Game Facilitators such as Game Masters it is easy to enforce the behaviors but trying to capture enough nuances of human behavior can require a host of other patterns, including Awareness of Surroundings, Emotional Attachment, Goal-Driven Personal Development, Initiative, Open Destiny, Own Agenda, Sense of Self, Thematically Consistent Dialogues, and Unpredictable Behavior. In fact, making Characters seem to be Agents and not Self-Service Kiosks can be an issue for Thematic Consistency. It can be especially difficult to guarantee that gameplay follows a predefined thematic setup when players engage in Roleplaying but here Game Masters can act as moderators. When the behavior of Agents or how game rules can simulate physics are not sufficient to maintain Thematic Consistency, this can be solved by replacing some diegetic game events through Cutscenes.

Diegetic Consistency is closely related to Thematic Consistency since having Non-Diegetic Features or otherwise breaking the Diegetic Consistency also breaks the Thematic Consistency since these cannot fit diegetic themes. Invisible Walls are interesting game elements in relation to this since they often do not conflict with Diegetic Consistency since they are invisible but can break Thematic Consistency if noticed. Likewise, Inaccessible Areas, diegetic Private Game Spaces, and Safe Havens do not need to break Diegetic Consistency but if there does not exist good thematic explanations why they cannot be reached they break Thematic Consistency.

While making Events Timed to the Real World can ensure Temporal Consistency, the common use of this pattern to link real world holidays and special events to a game is quite likely to break its Thematic Consistency if the game depicts an Alternative Reality.

Diegetic Aspects

Most aspects of Thematic Consistency is related to diegetic aspects.

Interface Aspects

HUD Interfaces are interesting in relation to Thematic Consistency in that they can either be made to fit them given the right theme or be considered to be outside the presentation of the Game Worlds.

Narrative Aspects

Thematic Consistency is considered a basis for most types of narration and most aspects of designing it can therefor be said to affect Narration Structures in general.

Consequences

Thematic Consistency not only affects how players perceive any given instances in Game Worlds or Levels, but also how they will develop and what have happened in them previously. The prime reason why Thematic Consistency may be striven for in games is to help players have Predictable Consequences as well as Emotional Engrossment.

Relations

Can Instantiate

Emotional Engrossment, Predictable Consequences

Can Modulate

Agents, Alarms, Algorithmic Agents, Avatars, Boss Monsters, Clues, Companions, Enemies, Environmental Effects, Game Items, Game Worlds Landmarks, Levels, Narration Structures, Traces, Units

Can Be Instantiated By

Alarms, Alien Space Bats, Avatars, Awareness of Surroundings, Big Dumb Objects, Boss Monsters, Characters, Clues, Companions, Cutscenes, Dedicated Game Facilitators, Destructible Objects, Diegetic Consistency, Diegetically Tangible Game Items, Emotional Attachment, Enemies, Enforced Agent Behavior, Environmental Effects, Game Items, Game Masters, Goal-Driven Personal Development, HUD Interfaces, Initiative, Inventories, Landmarks, MacGuffins, Non-Player Characters, Open Destiny, Own Agenda, Props, Sense of Self, Thematically Consistent Dialogues, Traces, Units, Unpredictable Behavior

Can Be Modulated By

Alternative Realities

Possible Closure Effects

Potentially Conflicting With

Alien Space Bats, Geospatial Game Widgets, Inaccessible Areas, Inventories, Invisible Walls, Non-Diegetic Features, Private Game Spaces, Roleplaying, Safe Havens, Self-Facilitated Games

Events Timed to the Real World if Alternative Realities is also used

History

New pattern created in this wiki.

References

-