Difference between revisions of "Ultra-Powerful Events"

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(Consequences)
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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Events that cannot be affected by player actions.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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== Using the pattern ==
 
== Using the pattern ==
 +
 +
For [[Ultra-Powerful Events]]
 +
[[Extended Actions]]
 +
 +
=== Can Instantiate ===
 +
[[Companions]],
 +
[[Delayed Effects]],
 +
[[Downtime]],
 +
[[Hovering Closures]],
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[[Predetermined Story Structures]],
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[[Spectators]],
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[[Surprise Attacks]],
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[[Time Limits]],
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 +
==== with [[Moveable Tiles]] ====
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[[Strategic Knowledge]], [[Rhythm-Based Actions]], [[Timing]]
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 +
=== Can Modulate ===
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[[Ability Losses]],
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[[Freedom of Choice]],
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[[Game Worlds]],
 +
[[Ghosts]],
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[[Maneuvering]],
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[[Quick Travel]],
 +
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Alien Space Bats]],  
 
[[Alien Space Bats]],  
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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[[Ultra-Powerful Events]] are difficult to combine with both [[Free Game Element Manipulation]] and [[Self-Facilitated Games]]. Those which are known in advance work against [[Exaggerated Perception of Influence]] while those that aren't work against players having a [[Determinable Chance to Succeed]]. Known [[Ultra-Powerful Events]] also led games to having [[Predictable Consequences]], and this can be [[Strategic Knowledge]] and make games with it have [[Stimulated Planning]].
[[Companions]],
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[[Delayed Effects]],
+
[[Downtime]],
+
[[Hovering Closures]],
+
[[Predetermined Story Structures]],
+
[[Spectators]],
+
[[Surprise Attacks]],  
+
[[Time Limits]],
+
  
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== Relations ==
 +
Instantiates: [[Anticipation]], [[Narration Structures]], [[The Show Must Go On]]
  
==== with [[Moveable Tiles]] ====
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Modulates: [[Thematic Consistency]], [[Turn Taking]], [[Storytelling]]
[[Strategic Knowledge]], [[Rhythm-Based Actions]], [[Timing]]  
+
  
=== Can Modulate ===
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Instantiated by: [[Deadly Traps]], [[Extended Actions]]
[[Ability Losses]],  
+
[[Freedom of Choice]],
+
[[Game Worlds]],
+
[[Ghosts]],
+
[[Maneuvering]],
+
[[Quick Travel]],
+
  
[[Ultra-Powerful Events]] is difficult to combine with both [[Free Game Element Manipulation]] and [[Self-Facilitated Games]]. Those which are known in advance work against [[Exaggerated Perception of Influence]] while those that aren't work against players having a [[Determinable Chance to Succeed]]. Known [[Ultra-Powerful Events]] also led games to having [[Predictable Consequences]], and this can be [[Strategic Knowledge]] and make games with it have [[Stimulated Planning]].
+
Modulated by: [[Reversibility]]
  
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Companions]],  
 
[[Companions]],  

Revision as of 08:04, 30 July 2016

Events that cannot be affected by player actions.

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

For Ultra-Powerful Events Extended Actions

Can Instantiate

Companions, Delayed Effects, Downtime, Hovering Closures, Predetermined Story Structures, Spectators, Surprise Attacks, Time Limits,

with Moveable Tiles

Strategic Knowledge, Rhythm-Based Actions, Timing

Can Modulate

Ability Losses, Freedom of Choice, Game Worlds, Ghosts, Maneuvering, Quick Travel,

Can Be Instantiated By

Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Dedicated Game Facilitators, Fudged Results, Game Masters, Helplessness, Location-Fixed Abilities, Loyalty, Movement, One-Way Travel, Quick Returns, Quick Travel, Scripted Information Sequences, Shrinking Game Worlds, Switches, Traps,

Damage together with Moveable Tiles

Can Be Modulated By

Irreversible Events,


Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Ultra-Powerful Events are difficult to combine with both Free Game Element Manipulation and Self-Facilitated Games. Those which are known in advance work against Exaggerated Perception of Influence while those that aren't work against players having a Determinable Chance to Succeed. Known Ultra-Powerful Events also led games to having Predictable Consequences, and this can be Strategic Knowledge and make games with it have Stimulated Planning.

Relations

Instantiates: Anticipation, Narration Structures, The Show Must Go On

Modulates: Thematic Consistency, Turn Taking, Storytelling

Instantiated by: Deadly Traps, Extended Actions

Modulated by: Reversibility

Can Instantiate

Companions, Delayed Effects, Downtime, Hovering Closures, Predictable Consequences, Predetermined Story Structures, Spectators, Stimulated Planning, Strategic Knowledge, Surprise Attacks, Time Limits,

with Moveable Tiles

Strategic Knowledge, Rhythm-Based Actions, Timing

Can Modulate

Ability Losses, Freedom of Choice, Game Worlds, Ghosts, Maneuvering, Quick Travel,

Can Be Instantiated By

Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Dedicated Game Facilitators, Fudged Results, Game Masters, Helplessness, Location-Fixed Abilities, Loyalty, Movement, One-Way Travel, Quick Returns, Quick Travel, Scripted Information Sequences, Shrinking Game Worlds, Switches, Traps,

Damage together with Moveable Tiles

Can Be Modulated By

Irreversible Events,

Possible Closure Effects

-

Potentially Conflicting With

Determinable Chance to Succeed, Exaggerated Perception of Influence, Free Game Element Manipulation, Self-Facilitated Games,

History

An updated version of the pattern Ultra-Powerful Events that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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