Difference between revisions of "Secondary Interface Screens"

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(Potentially Conflicting With)
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Diegetic Consistency]]
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[[Diegetic Consistency]] in games with [[Game Pauses]]
 
[[Diegetic Consistency]] in games with [[Game Pauses]]
  

Revision as of 19:58, 24 July 2016

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Secondary Interface Screens are used to provide players access to information and actions that for one or another reason does not fit in the main interface. If there are many actions or much information there can of course be a need for many Secondary Interface Screens within one game.

Can Instantiate

Character Sheets, Clues, Dialogues, Difficulty Levels, Inventories, 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,


Diegetic Aspects

Due to often creating Non-Diegetic Features, Secondary Interface Screens often have issues supporting Diegetic Consistency. This is especially true when accessing these screens cause Game Pauses.

Interface Aspects

Secondary Interface Screens is an Interface Pattern.

Consequences

Secondary Interface Screens typically create Non-Diegetic Features, if not for any other reason due to the actions they provide which are not diegetically presented.

Relations

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,

Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Diegetic Consistency

Diegetic Consistency in games with Game Pauses

History

New pattern created in this wiki.

References

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Acknowledgements

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