Difference between revisions of "Secondary Interface Screens"

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(Relations)
(Relations)
Line 31: Line 31:
 
[[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]]
  
 +
[[Difficulty Levels]],
  
  
[[Player-Created Characters]]
+
[[Geospatial Game Widgets]],
[[Game Worlds]]
+
[[Game Items]],
[[Handicap Systems]]
+
[[Inventories]],
[[Difficulty Levels]]
+
[[Equipment]],
[[Free Gift Inventories]]
+
[[Transferable Items]],
[[Purchasable Game Advantages]]
+
[[Sockets]],
[[Public Player Statistics]]
+
 
[[Geospatial Game Widgets]]
+
[[Clues]],
[[Game Items]]
+
[[Global High Score Lists]],
[[Inventories]]
+
[[Naming]],
[[Equipment]]
+
[[Neighbors]],
[[Transferable Items]]
+
[[Improved Abilities]],
[[Sockets]]
+
[[New Abilities]],
[[Character Development]]
+
[[Sidequests]],
[[Clues]]
+
[[Spawning]],
[[Global High Score Lists]]
+
[[Player Kicking]],
[[Naming]]
+
[[Parties]],
[[Neighbors]]
+
[[Equipment Slots]],
[[Illusion of Open Space]]
+
[[Replays]],
[[Improved Abilities]]
+
[[Game Element Trading]],
[[New Abilities]]
+
[[Interruptibility]],
[[Sidequests]]
+
[[Non-Diegetic Features]],
[[Spawning]]
+
[[Characteristics]],
[[Player Kicking]]
+
[[Save-Load Cycles]],
[[Parties]]
+
[[Equipment Slots]]
+
[[Replays]]
+
[[Game Element Trading]]
+
[[Interruptibility]]
+
[[Non-Diegetic Features]]
+
[[Characteristics]]
+
[[Save-Load Cycles]]
+
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 76: Line 69:
 
[[Action Programming]],  
 
[[Action Programming]],  
 
[[Characters]],  
 
[[Characters]],  
 +
[[Character Development]],
 
[[Companions]],  
 
[[Companions]],  
 
[[Dynamic Difficulty Adjustment]],  
 
[[Dynamic Difficulty Adjustment]],  
 +
[[Free Gift Inventories]],
 
[[Gameplay Statistics]],  
 
[[Gameplay Statistics]],  
 +
[[Game Worlds]],
 +
[[Handicap Systems]],
 
[[High Score Lists]],  
 
[[High Score Lists]],  
 
[[Mules]],  
 
[[Mules]],  
 
[[Non-Player Characters]],  
 
[[Non-Player Characters]],  
 +
[[Player-Created Characters]],
 
[[Player-Planned Development]]
 
[[Player-Planned Development]]
 
[[Player Created Game Elements]],  
 
[[Player Created Game Elements]],  
 
[[Private Game Spaces]],  
 
[[Private Game Spaces]],  
 +
[[Public Player Statistics]],
 +
[[Purchasable Game Advantages]],
 
[[Quick Travel]]
 
[[Quick Travel]]
  

Revision as of 16:17, 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

Difficulty Levels,


Geospatial Game Widgets, Game Items, Inventories, Equipment, Transferable Items, Sockets,

Clues, Global High Score Lists, Naming, Neighbors, 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 Quick Travel

Illusion of Open Space

Can Modulate

Action Programming, Characters, Character Development, Companions, Dynamic Difficulty Adjustment, Free Gift Inventories, Gameplay Statistics, Game Worlds, Handicap Systems, High Score Lists, Mules, Non-Player Characters, Player-Created Characters, Player-Planned Development Player Created Game Elements, Private Game Spaces, Public Player Statistics, Purchasable Game Advantages, Quick Travel

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-