Difference between revisions of "Feelies"
From gdp3
(Created page with "Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:Patterns created on the Wiki [...") |
|||
Line 17: | Line 17: | ||
=== Examples === | === Examples === | ||
+ | [[Feelies]] were most common in Infocom games such as the [[Zork series]]. | ||
+ | |||
− | |||
− | |||
== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | |||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 30: | Line 33: | ||
== Consequences == | == Consequences == | ||
+ | While many times [[Feelies]] simply provide extra experiential value to a game, they sometimes also can help gameplay. One example of this is the map of the Underground Empire shipped together with [[Zork I]] which gives some hints to players. | ||
== Relations == | == Relations == |
Revision as of 10:21, 1 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Wikipedia has a page describing feelies.
Contents
Examples
Feelies were most common in Infocom games such as the Zork series.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
While many times Feelies simply provide extra experiential value to a game, they sometimes also can help gameplay. One example of this is the map of the Underground Empire shipped together with Zork I which gives some hints to players.
Relations
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
-