Difference between revisions of "Secondary Interface Screens"
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== Using the pattern == | == Using the pattern == | ||
+ | === Can Instantiate === | ||
+ | [[Character Sheets]], | ||
+ | [[Clues]], | ||
+ | [[Dialogues]], | ||
+ | [[Difficulty Levels]], | ||
+ | [[Inventories]], | ||
+ | [[Non-Diegetic Features]], | ||
+ | [[Sockets]], | ||
+ | [[Strategic Planning]] | ||
+ | [[Transferable Items]], | ||
+ | |||
+ | ==== with [[Quick Travel]] ==== | ||
+ | [[Illusion of Open Space]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Action Programming]], | ||
+ | [[Characters]], | ||
+ | [[Character Development]], | ||
+ | [[Characteristics]], | ||
+ | [[Clues]], | ||
+ | [[Companions]], | ||
+ | [[Dynamic Difficulty Adjustment]], | ||
+ | [[Equipment]], | ||
+ | [[Equipment Slots]], | ||
+ | [[Free Gift Inventories]], | ||
+ | [[Gameplay Statistics]], | ||
+ | [[Game Element Trading]], | ||
+ | [[Game Worlds]], | ||
+ | [[Global High Score Lists]], | ||
+ | [[Handicap Systems]], | ||
+ | [[High Score Lists]], | ||
+ | [[Interruptibility]], | ||
+ | [[Improved Abilities]], | ||
+ | [[New Abilities]], | ||
+ | [[Mules]], | ||
+ | [[Naming]], | ||
+ | [[Neighbors]], | ||
+ | [[Non-Player Characters]], | ||
+ | [[Parties]], | ||
+ | [[Player-Created Characters]], | ||
+ | [[Player-Planned Development]] | ||
+ | [[Player Created Game Elements]], | ||
+ | [[Player Kicking]], | ||
+ | [[Private Game Spaces]], | ||
+ | [[Public Player Statistics]], | ||
+ | [[Purchasable Game Advantages]], | ||
+ | [[Quick Travel]] | ||
+ | [[Save-Load Cycles]], | ||
+ | [[Sidequests]], | ||
+ | [[Spawning]], | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Diegetic Consistency]] in games with [[Game Pauses]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 16:50, 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
Can Instantiate
Character Sheets, Clues, Dialogues, Difficulty Levels, Inventories, Non-Diegetic Features, Sockets, Strategic Planning Transferable Items,
with Quick Travel
Can Modulate
Action Programming, Characters, Character Development, Characteristics, Clues, Companions, Dynamic Difficulty Adjustment, Equipment, Equipment Slots, Free Gift Inventories, Gameplay Statistics, Game Element Trading, Game Worlds, Global High Score Lists, Handicap Systems, High Score Lists, Interruptibility, Improved Abilities, New Abilities, Mules, Naming, Neighbors, Non-Player Characters, Parties, Player-Created Characters, Player-Planned Development Player Created Game Elements, Player Kicking, Private Game Spaces, Public Player Statistics, Purchasable Game Advantages, Quick Travel Save-Load Cycles, Sidequests, Spawning,
Potentially Conflicting With
Diegetic Consistency in games with Game Pauses
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Character Sheets, Clues, Dialogues, Difficulty Levels, Inventories, Non-Diegetic Features, Sockets, Strategic Planning Transferable Items,
with Quick Travel
Can Modulate
Action Programming, Characters, Character Development, Characteristics, Clues, Companions, Dynamic Difficulty Adjustment, Equipment, Equipment Slots, Free Gift Inventories, Gameplay Statistics, Game Element Trading, Game Worlds, Global High Score Lists, Handicap Systems, High Score Lists, Interruptibility, Improved Abilities, New Abilities, Mules, Naming, Neighbors, Non-Player Characters, Parties, Player-Created Characters, Player-Planned Development Player Created Game Elements, Player Kicking, Private Game Spaces, Public Player Statistics, Purchasable Game Advantages, Quick Travel Save-Load Cycles, Sidequests, Spawning,
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Consistency in games with Game Pauses
History
New pattern created in this wiki.
References
-
Acknowledgements
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