Thematic Consistency
From gdp3
Revision as of 23:16, 7 May 2011 by Staffan Björk (Talk | contribs)
That the characters and objects depicted in a game world are thematically consistent, as is their behavior.
This pattern is a still a stub.
Examples
Using the pattern
Diegetic Consistency MacGuffins Quests Inaccessible Areas Clues Boss Monsters Invisible Walls Traces
With making Events Timed to the Real World can ensure Temporal Consistency, the common use of this pattern to link real world holidays and special events to a game is quite likely to break its Thematic Consistency.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Events Timed to the Real World
History
New pattern created in this wiki.
References
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