Scenes

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Toon

Vampire: The Masquerade

Fahrenheit

Assassin's Creed series


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

Characters

Can Be Instantiated By

Levels

Can Be Modulated By

Creative Control

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

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