Difference between revisions of "Temporal Consistency"

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[[Category:Aesthetic Patterns]]
 
[[Category:Aesthetic Patterns]]
 
[[Category:Narration Patterns]]
 
[[Category:Narration Patterns]]
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[[Category:Staffan's current workpage]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]

Revision as of 14:29, 8 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

Surprises

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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