Difference between revisions of "Secondary Interface Screens"

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(Relations)
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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]]
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[[Private Game Spaces]]
 +
[[Gameplay Statistics]]
 +
[[Non-Player Characters]]
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[[Characters]]
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[[Strategic Planning]]
 +
[[Action Programming]]
 +
[[Player Created Game Elements]]
 +
[[Quick Travel]]
 +
[[Companions]]
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[[Dialogues]]
 +
[[Player-Planned Development]]
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[[Player-Created Characters]]
 +
[[Game Worlds]]
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[[Handicap Systems]]
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[[Difficulty Levels]]
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[[Free Gift Inventories]]
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[[Purchasable Game Advantages]]
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[[Public Player Statistics]]
 +
[[Geospatial Game Widgets]]
 +
[[Game Items]]
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[[Inventories]]
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[[Equipment]]
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[[Transferable Items]]
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[[Sockets]]
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[[Character Development]]
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[[Clues]]
 +
[[Global High Score Lists]]
 +
[[Naming]]
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[[Neighbors]]
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[[Illusion of Open Space]]
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[[Improved Abilities]]
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[[New Abilities]]
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[[Sidequests]]
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[[Spawning]]
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[[Player Kicking]]
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[[Parties]]
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[[Equipment Slots]]
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[[Replays]]
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[[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.

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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