Big Dumb Objects

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Revision as of 18:48, 19 March 2011 by Staffan Björk (talk | contribs)
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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

See also the Wikipedia entry<ref name="wiki"/> for the concept.

Examples

The majority of the gameplay in the Halo series takes place on the Ringworld-like<ref name="ringworld"/> structures the series are named after.

Using the pattern

Game Worlds Navigation Levels

Diegetically Outstanding Features

Diegetic Aspects

Interface Aspects

Narrative Aspects

Given how obvious Big Dumb Objects are, they need to be part of Predetermined Story Structures unless they are going to quite bluntly break Diegetic Consistency.

Consequences

Relations

Can Instantiate

Diegetically Outstanding Features

Can Modulate

Game Worlds, Navigation, Levels, Predetermined Story Structures

Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

<references> <ref name="wiki">Wikipedia entry for Big Dumb Object.</ref> <ref name="ringworld">Wikipedia [ entry] for Ringworld.</ref> </references>

Acknowledgements

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