Difference between revisions of "Secondary Interface Screens"

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(Relations)
(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]]
+
[[Private Game Spaces]]
+
[[Gameplay Statistics]]
+
[[Non-Player Characters]]
+
[[Characters]]
+
[[Strategic Planning]]
+
[[Action Programming]]
+
 
[[Player Created Game Elements]]
 
[[Player Created Game Elements]]
[[Quick Travel]]
 
[[Companions]]
 
[[Dialogues]]
 
 
[[Player-Planned Development]]
 
[[Player-Planned Development]]
 +
 +
[[Companions]]
 +
 +
[[Action Programming]]
 +
[[Quick Travel]]
 +
 
[[Player-Created Characters]]
 
[[Player-Created Characters]]
 
[[Game Worlds]]
 
[[Game Worlds]]
Line 79: Line 74:
  
 
=== 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.

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

Companions

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

Dialogues, Strategic Planning

with ...

Can Modulate

Characters Dynamic Difficulty Adjustment, Gameplay Statistics, High Score Lists, Mules, Non-Player Characters, Private Game Spaces

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-