Difference between revisions of "Cutscenes"
From gdp3
Line 6: | Line 6: | ||
[[Category:Stub]] | [[Category:Stub]] | ||
''Sequences of storytelling where players cannot act.'' | ''Sequences of storytelling where players cannot act.'' | ||
+ | |||
+ | This pattern is a still a stub. | ||
=== Examples === | === Examples === |
Revision as of 14:25, 2 January 2011
Sequences of storytelling where players cannot act.
This pattern is a still a stub.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Cut Scenes that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.