Difference between revisions of "Loading Hints"
From gdp3
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− | The alternatives to using [[Loading Hints]] is either using [[Cutscenes]] | + | The alternatives to using [[Loading Hints]] is either using [[Cutscenes]], [[Minigames]] or other small interactive possibilities (see the GiantBomb page<ref name="giantbomb"/> for more examples), or simply letting players have to wait. |
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== References == | == References == | ||
− | - | + | <references> |
+ | <ref name="giantbomb">[http://www.giantbomb.com/interactive-loading-screen/92-1419/ Page] on the GiantBomb web site describing the Interactive Loading Screen concept.</ref> | ||
+ | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
- | - |
Revision as of 18:22, 14 September 2011
Gameplay hints presented during loading sequences.
This pattern is a still a stub.
Contents
Examples
Both the Elder Scrolls series and the Fallout series present Loading Hints when players fast travel between locations.
Using the pattern
The alternatives to using Loading Hints is either using Cutscenes, Minigames or other small interactive possibilities (see the GiantBomb page[1] for more examples), or simply letting players have to wait.
Diegetic Aspects
Interface Aspects
Loading Hints is an.
Narrative Aspects
Although
Consequences
Relations
Can Instantiate
with Strategic Knowledge
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
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