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]] | ||
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[[Player Created Game Elements]] | [[Player Created Game Elements]] | ||
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[[Player-Planned Development]] | [[Player-Planned Development]] | ||
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+ | [[Companions]] | ||
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+ | [[Action Programming]] | ||
+ | [[Quick Travel]] | ||
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[[Player-Created Characters]] | [[Player-Created Characters]] | ||
[[Game Worlds]] | [[Game Worlds]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Dialogues]], | |
+ | [[Strategic Planning]] | ||
==== with ... ==== | ==== with ... ==== | ||
=== Can Modulate === | === Can Modulate === | ||
− | - | + | [[Characters]] |
+ | [[Dynamic Difficulty Adjustment]], | ||
+ | [[Gameplay Statistics]], | ||
+ | [[High Score Lists]], | ||
+ | [[Mules]], | ||
+ | [[Non-Player Characters]], | ||
+ | [[Private Game Spaces]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 16:07, 23 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
Player Created Game Elements
Player-Planned Development
Action Programming Quick Travel
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
with ...
Can Modulate
Characters Dynamic Difficulty Adjustment, Gameplay Statistics, High Score Lists, Mules, Non-Player Characters, Private Game Spaces
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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