Scenes: Difference between revisions
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== Using the pattern == | == Using the pattern == | ||
[[Narration Structures]] | |||
[[Game Worlds]] | |||
[[Characters]] | |||
[[Temporal Consistency]] | |||
[[Melodramatic Structures]] | |||
[[Open Destiny]] | |||
[[Creative Control]] | |||
[[Levels]] | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
--- | |||
[[Predetermined Story Structures]] and can thereby be used to progress a narrative as gameplay progresses, especially since any present [[Boss Monsters]] or [[Environmental Storytelling]] | |||
--- | |||
== Relations == | == Relations == | ||
[[ | [[Cutscenes]] | ||
[[ | [[Environmental Storytelling]] | ||
[[ | [[Predetermined Story Structures]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Game Worlds]], | |||
[[Melodramatic Structures]], | |||
[[Narration Structures]] | |||
==== with ... ==== | ==== with ... ==== | ||
=== Can Modulate === | === Can Modulate === | ||
[[Characters]] | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Levels]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Creative Control]] | |||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Open Destiny]], | |||
[[Temporal Consistency]] | |||
== History == | == History == | ||
Revision as of 12:38, 30 June 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Narration Structures Game Worlds Characters Temporal Consistency Melodramatic Structures Open Destiny Creative Control Levels
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
--- Predetermined Story Structures and can thereby be used to progress a narrative as gameplay progresses, especially since any present Boss Monsters or Environmental Storytelling ---
Relations
Cutscenes Environmental Storytelling Predetermined Story Structures
Can Instantiate
Game Worlds, Melodramatic Structures, Narration Structures
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Open Destiny, Temporal Consistency
History
New pattern created in this wiki.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>
Acknowledgements
-