Difference between revisions of "Secondary Interface Screens"
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=== Interface Aspects === | === Interface Aspects === | ||
+ | [[Secondary Interface Screens]] is an [[:Category:Interface Patterns|Interface Pattern]]. | ||
=== Narration Aspects === | === Narration Aspects === |
Revision as of 19:52, 24 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
Secondary Interface Screens is an Interface Pattern.
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
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Possible Closure Effects
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Potentially Conflicting With
Diegetic Consistency in games with Game Pauses
History
New pattern created in this wiki.
References
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Acknowledgements
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