Difference between revisions of "Player/Character Awareness Consistency"
From gdp3
(→Relations) |
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
− | [[Hiding Places]] | + | [[Hiding Places]], |
+ | [[Player Characters]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[First-Person Views]] | + | [[First-Person Views]], |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | [[Character/Player Cognitive Imbalance]] | + | [[Character/Player Cognitive Imbalance]], |
+ | [[Live Action Roleplaying]], | ||
+ | [[Non-Diegetic Features]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 08:51, 8 April 2022
Games that ensure that what a player's character knows about the game world is the same as what the player knows.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Hiding Places, Player Characters
Can Be Instantiated By
Can Be Modulated By
Character/Player Cognitive Imbalance, Live Action Roleplaying, Non-Diegetic Features
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Consistency, God Views, Third-Person Views
History
New pattern created in this wiki.
References
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Acknowledgements
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