Difference between revisions of "Non-Diegetic Features"

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(Relations)
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[[Category:Interface Patterns]]
 
[[Category:Diegetic Patterns]]
 
[[Category:Diegetic Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
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== Using the pattern ==
 
== Using the pattern ==
 
take parts from [[Diegetically Outstanding Features]] and place here
 
take parts from [[Diegetically Outstanding Features]] and place here
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=== Can Be Instantiated By ===
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[[Clues]],
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[[Fake Game Overs]],
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[[Non-Diegetic Communication]],
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[[Quick Time Events]],
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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[[Non-Diegetic Features]] is not only a [[:Category:Interface Patterns|Interface Pattern]] because the diegesis in a game is part of its interface, but also because it is often caused by interface elements. Examples include [[Geospatial Game Widgets]], [[HUD Interfaces]] (including some [[Crosshairs]]), [[Inventories]], [[Juicy Interfaces]], [[Modal Windows]], [[Pie Menus]], [[Popup Screens]], [[Progress Indicators]], [[Secondary Interface Screens]], and [[Tooltips]]. [[Voice-Overs]] stands out as a [[Non-Diegetic Features|Non-Diegetic Feature]] that is audial rather than visual. [[Modifiable Game Interfaces]] give players to add [[Non-Diegetic Features]] to their game as they add elements to their interfaces.
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Non-Diegetic Communication]]
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=== Can Modulate ===
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[[Drop-In/Drop-Out]]
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=== Potentially Conflicting With ===
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[[Diegetic Consistency]],
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[[Thematic Consistency]]
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[[Thematic Consistency]] if used together with [[Clues]]
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Non-Diegetic Communication]]
 
[[Non-Diegetic Communication]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 08:04, 21 July 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

take parts from Diegetically Outstanding Features and place here

Can Be Instantiated By

Clues, Fake Game Overs, Non-Diegetic Communication, Quick Time Events,

Diegetic Aspects

Interface Aspects

Non-Diegetic Features is not only a Interface Pattern because the diegesis in a game is part of its interface, but also because it is often caused by interface elements. Examples include Geospatial Game Widgets, HUD Interfaces (including some Crosshairs), Inventories, Juicy Interfaces, Modal Windows, Pie Menus, Popup Screens, Progress Indicators, Secondary Interface Screens, and Tooltips. Voice-Overs stands out as a Non-Diegetic Feature that is audial rather than visual. Modifiable Game Interfaces give players to add Non-Diegetic Features to their game as they add elements to their interfaces.

Consequences

Can Instantiate

Non-Diegetic Communication

Can Modulate

Drop-In/Drop-Out

Potentially Conflicting With

Diegetic Consistency, Thematic Consistency

Thematic Consistency if used together with Clues

Relations

Can Instantiate

Non-Diegetic Communication

Can Modulate

Drop-In/Drop-Out

Can Be Instantiated By

Clues, Crosshairs, Fake Game Overs, Geospatial Game Widgets, HUD Interfaces, Inventories, Juicy Interfaces, Modal Windows, Modifiable Game Interfaces, Non-Diegetic Communication, Pie Menus, Popup Screens, Progress Indicators, Quick Time Events, Secondary Interface Screens, Tooltips, Voice-Overs

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency, Thematic Consistency

Thematic Consistency if used together with Clues

History

New pattern created in this wiki.

References

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Acknowledgements

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