Secondary Interface Screens

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Revision as of 19:52, 24 July 2016 by Staffan Björk (Talk | contribs) (Interface Aspects)

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

This pattern is a still a stub.

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

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,

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

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 in games with Game Pauses

History

New pattern created in this wiki.

References

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Acknowledgements

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