Secondary Interface Screens
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Inventories or Character Sheets - note conflicts in Game Worlds, breaks Diegetic Consistency if creating Game Pauses
Player-Created Characters Game Worlds Handicap Systems Difficulty Levels Free Gift Inventories Purchasable Game Advantages Public Player Statistics Geospatial Game Widgets Game Items Inventories Equipment Transferable Items Sockets Character Development Clues Global High Score Lists Naming Neighbors Illusion of Open Space Improved Abilities New Abilities Sidequests Spawning Player Kicking Parties Equipment Slots Replays Game Element Trading Interruptibility Non-Diegetic Features Characteristics Save-Load Cycles
Can Instantiate
with Quick Travel
Can Modulate
Action Programming, Characters, Companions, Dynamic Difficulty Adjustment, Gameplay Statistics, High Score Lists, Mules, Non-Player Characters, Player-Planned Development Player Created Game Elements, Private Game Spaces, Quick Travel
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
-