Difference between revisions of "Secondary Interface Screens"
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[[New Abilities]], | [[New Abilities]], | ||
[[Replays]], | [[Replays]], | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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[[Difficulty Levels]], | [[Difficulty Levels]], | ||
[[Inventories]], | [[Inventories]], | ||
+ | [[Non-Diegetic Features]], | ||
[[Strategic Planning]] | [[Strategic Planning]] | ||
Revision as of 16:26, 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,
Can Instantiate
Dialogues, Difficulty Levels, Inventories, Non-Diegetic Features, 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
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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
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Acknowledgements
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