Difference between revisions of "Temporal Consistency"
From gdp3
(Created page with "Category:Patterns Category:Narration Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references [[Category:Pat...") |
|||
Line 15: | Line 15: | ||
== Using the pattern == | == Using the pattern == | ||
[[Game Time Manipulation]] | [[Game Time Manipulation]] | ||
+ | |||
+ | [[Events Timed to the Real World]] | ||
+ | |||
+ | [[Save/Load Cycles]] | ||
+ | |||
+ | [[Extra Chances]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 23:25, 7 May 2011
That the sequence of gameplay events that make up game instances match a sequence of diegetic events in the game world in which they are initiated.
This pattern is a still a stub.
Examples
Using the pattern
Events Timed to the Real World
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
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
-