Temporal Consistency
From gdp3
Revision as of 03:14, 8 May 2011 by Staffan Björk (Talk | contribs)
That the sequence of gameplay events that make up game instances match a sequence of diegetic events in the game world in which they are initiated.
This pattern is a still a stub.
Examples
Using the pattern
Events Timed to the Real World
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
History
New pattern created in this wiki.
References
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