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]] | ||
+ | [[High Score Lists]] | ||
+ | [[Dynamic Difficulty Adjustment]] | ||
+ | [[Mules]] | ||
+ | [[Private Game Spaces]] | ||
+ | [[Gameplay Statistics]] | ||
+ | [[Non-Player Characters]] | ||
+ | [[Characters]] | ||
+ | [[Strategic Planning]] | ||
+ | [[Action Programming]] | ||
+ | [[Player Created Game Elements]] | ||
+ | [[Quick Travel]] | ||
+ | [[Companions]] | ||
+ | [[Dialogues]] | ||
+ | [[Player-Planned Development]] | ||
+ | [[Player-Created Characters]] | ||
+ | [[Game Worlds]] | ||
+ | [[Handicap Systems]] | ||
+ | [[Difficulty Levels]] | ||
+ | [[Free Gift Inventories]] | ||
+ | [[Purchasable Game Advantages]] | ||
+ | [[Public Player Statistics]] | ||
+ | [[Geospatial Game Widgets]] | ||
+ | [[Game Items]] | ||
+ | [[Inventories]] | ||
+ | [[Equipment]] | ||
+ | [[Transferable Items]] | ||
+ | [[Sockets]] | ||
+ | [[Character Development]] | ||
+ | [[Clues]] | ||
+ | [[Global High Score Lists]] | ||
+ | [[Naming]] | ||
+ | [[Neighbors]] | ||
+ | [[Illusion of Open Space]] | ||
+ | [[Improved Abilities]] | ||
+ | [[New Abilities]] | ||
+ | [[Sidequests]] | ||
+ | [[Spawning]] | ||
+ | [[Player Kicking]] | ||
+ | [[Parties]] | ||
+ | [[Equipment Slots]] | ||
+ | [[Replays]] | ||
+ | [[Game Element Trading]] | ||
+ | [[Interruptibility]] | ||
+ | [[Non-Diegetic Features]] | ||
+ | [[Characteristics]] | ||
+ | [[Save-Load Cycles]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 07:54, 19 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
High Score Lists Dynamic Difficulty Adjustment Mules Private Game Spaces Gameplay Statistics Non-Player Characters Characters Strategic Planning Action Programming Player Created Game Elements Quick Travel Companions Dialogues Player-Planned Development Player-Created Characters Game Worlds Handicap Systems Difficulty Levels Free Gift Inventories Purchasable Game Advantages Public Player Statistics Geospatial Game Widgets Game Items Inventories Equipment Transferable Items Sockets Character Development Clues Global High Score Lists Naming Neighbors Illusion of Open Space Improved Abilities New Abilities Sidequests Spawning Player Kicking Parties Equipment Slots Replays Game Element Trading Interruptibility Non-Diegetic Features Characteristics Save-Load Cycles
Can Instantiate
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with ...
Can Modulate
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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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