Difference between revisions of "Temporal Consistency"

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[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Aesthetic Patterns]]
 
[[Category:Narration Patterns]]
 
[[Category:Narration Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]

Revision as of 23:47, 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

Game Time Manipulation

Events Timed to the Real World

Save/Load Cycles

Extra Chances

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

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