Difference between revisions of "Secondary Interface Screens"
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[[Inventories]] or [[Character Sheets]] - note conflicts in [[Game Worlds]], breaks [[Diegetic Consistency]] if creating [[Game Pauses]] | [[Inventories]] or [[Character Sheets]] - note conflicts in [[Game Worlds]], breaks [[Diegetic Consistency]] if creating [[Game Pauses]] | ||
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[[Naming]], | [[Naming]], | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Clues]], | ||
[[Dialogues]], | [[Dialogues]], | ||
[[Difficulty Levels]], | [[Difficulty Levels]], | ||
[[Inventories]], | [[Inventories]], | ||
[[Non-Diegetic Features]], | [[Non-Diegetic Features]], | ||
+ | [[Sockets]], | ||
[[Strategic Planning]] | [[Strategic Planning]] | ||
+ | [[Transferable Items]], | ||
==== with [[Quick Travel]] ==== | ==== with [[Quick Travel]] ==== | ||
Line 61: | Line 54: | ||
[[Companions]], | [[Companions]], | ||
[[Dynamic Difficulty Adjustment]], | [[Dynamic Difficulty Adjustment]], | ||
+ | [[Equipment]], | ||
[[Equipment Slots]], | [[Equipment Slots]], | ||
[[Free Gift Inventories]], | [[Free Gift Inventories]], | ||
Line 66: | Line 60: | ||
[[Game Element Trading]], | [[Game Element Trading]], | ||
[[Game Worlds]], | [[Game Worlds]], | ||
+ | [[Global High Score Lists]], | ||
[[Handicap Systems]], | [[Handicap Systems]], | ||
[[High Score Lists]], | [[High Score Lists]], | ||
[[Interruptibility]], | [[Interruptibility]], | ||
+ | [[Improved Abilities]], | ||
+ | [[New Abilities]], | ||
[[Mules]], | [[Mules]], | ||
[[Neighbors]], | [[Neighbors]], |
Revision as of 16:38, 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
Can Instantiate
Clues, Dialogues, Difficulty Levels, Inventories, Non-Diegetic Features, Sockets, Strategic Planning Transferable Items,
with Quick Travel
Can Modulate
Action Programming, Characters, Character Development, Characteristics, Clues, Companions, Dynamic Difficulty Adjustment, Equipment, Equipment Slots, Free Gift Inventories, Gameplay Statistics, Game Element Trading, Game Worlds, Global High Score Lists, Handicap Systems, High Score Lists, Interruptibility, Improved Abilities, New Abilities, 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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