Difference between revisions of "Secondary Interface Screens"
(→Relations) |
(→Relations) |
||
Line 37: | Line 37: | ||
[[Sockets]], | [[Sockets]], | ||
− | |||
[[Global High Score Lists]], | [[Global High Score Lists]], | ||
[[Naming]], | [[Naming]], | ||
− | |||
[[Improved Abilities]], | [[Improved Abilities]], | ||
[[New Abilities]], | [[New Abilities]], | ||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Replays]], | [[Replays]], | ||
− | |||
− | |||
[[Non-Diegetic Features]], | [[Non-Diegetic Features]], | ||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
Line 68: | Line 57: | ||
[[Characters]], | [[Characters]], | ||
[[Character Development]], | [[Character Development]], | ||
+ | [[Characteristics]], | ||
+ | [[Clues]], | ||
[[Companions]], | [[Companions]], | ||
[[Dynamic Difficulty Adjustment]], | [[Dynamic Difficulty Adjustment]], | ||
+ | [[Equipment Slots]], | ||
[[Free Gift Inventories]], | [[Free Gift Inventories]], | ||
[[Gameplay Statistics]], | [[Gameplay Statistics]], | ||
+ | [[Game Element Trading]], | ||
[[Game Worlds]], | [[Game Worlds]], | ||
[[Handicap Systems]], | [[Handicap Systems]], | ||
[[High Score Lists]], | [[High Score Lists]], | ||
+ | [[Interruptibility]], | ||
[[Mules]], | [[Mules]], | ||
+ | [[Neighbors]], | ||
[[Non-Player Characters]], | [[Non-Player Characters]], | ||
+ | [[Parties]], | ||
[[Player-Created Characters]], | [[Player-Created Characters]], | ||
[[Player-Planned Development]] | [[Player-Planned Development]] | ||
[[Player Created Game Elements]], | [[Player Created Game Elements]], | ||
+ | [[Player Kicking]], | ||
[[Private Game Spaces]], | [[Private Game Spaces]], | ||
[[Public Player Statistics]], | [[Public Player Statistics]], | ||
[[Purchasable Game Advantages]], | [[Purchasable Game Advantages]], | ||
[[Quick Travel]] | [[Quick Travel]] | ||
+ | [[Save-Load Cycles]], | ||
+ | [[Sidequests]], | ||
+ | [[Spawning]], | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 16:24, 23 July 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Inventories or Character Sheets - note conflicts in Game Worlds, breaks Diegetic Consistency if creating Game Pauses
Geospatial Game Widgets, Game Items, Equipment, Transferable Items, Sockets,
Global High Score Lists, Naming, Improved Abilities, New Abilities, Replays, Non-Diegetic Features,
Can Instantiate
Dialogues, Difficulty Levels, Inventories, Strategic Planning
with Quick Travel
Can Modulate
Action Programming, Characters, Character Development, Characteristics, Clues, Companions, Dynamic Difficulty Adjustment, Equipment Slots, Free Gift Inventories, Gameplay Statistics, Game Element Trading, Game Worlds, Handicap Systems, High Score Lists, Interruptibility, Mules, Neighbors, Non-Player Characters, Parties, Player-Created Characters, Player-Planned Development Player Created Game Elements, Player Kicking, Private Game Spaces, Public Player Statistics, Purchasable Game Advantages, Quick Travel Save-Load Cycles, Sidequests, Spawning,
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
-