Difference between revisions of "Ultra-Powerful Events"
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== Using the pattern == | == Using the pattern == | ||
− | [[Ultra-Powerful Events]] are either used to make some events always take place or to make [[Extended Actions]] uninterruptible. | + | [[Ultra-Powerful Events]] are either used to make some events always take place or to make [[Extended Actions]] uninterruptible. [[Narration Structures]], |
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
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=== Narration Aspects === | === Narration Aspects === | ||
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+ | [[Narration Structures]] are primarily constructed through [[Ultra-Powerful Events]], and the presence of these of course heavily influence how [[Storytelling]] can be done. | ||
== Consequences == | == Consequences == | ||
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== Relations == | == Relations == | ||
− | Instantiates: [[Anticipation | + | Instantiates: [[Anticipation]], [[The Show Must Go On]] |
− | Modulates: [[Thematic Consistency]], [[Turn Taking | + | Modulates: [[Thematic Consistency]], [[Turn Taking]] |
Instantiated by: [[Deadly Traps]] | Instantiated by: [[Deadly Traps]] | ||
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[[Downtime]], | [[Downtime]], | ||
[[Hovering Closures]], | [[Hovering Closures]], | ||
+ | [[Narration Structures]], | ||
[[Predictable Consequences]], | [[Predictable Consequences]], | ||
[[Predetermined Story Structures]], | [[Predetermined Story Structures]], | ||
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[[Ghosts]], | [[Ghosts]], | ||
[[Maneuvering]], | [[Maneuvering]], | ||
− | [[Quick Travel]] | + | [[Quick Travel]], |
+ | [[Storytelling]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 08:32, 30 July 2016
Events that cannot be affected by player actions.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Ultra-Powerful Events are either used to make some events always take place or to make Extended Actions uninterruptible. Narration Structures,
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Narration Structures are primarily constructed through Ultra-Powerful Events, and the presence of these of course heavily influence how Storytelling can be done.
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, The Show Must Go On
Modulates: Thematic Consistency, Turn Taking
Instantiated by: Deadly Traps
Modulated by: Reversibility
Can Instantiate
Companions, Delayed Effects, Downtime, Hovering Closures, Narration Structures, 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, Extended Actions, Freedom of Choice, Game Worlds, Ghosts, Maneuvering, Quick Travel, Storytelling
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
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-