Difference between revisions of "Diegetic Consistency"
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[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
[[Category:Stub]] | [[Category:Stub]] | ||
− | ''That the | + | ''That the depiction of a game world only contain elements that are diegetically present in them.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
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== Using the pattern == | == Using the pattern == | ||
possibly incompatible with [[Multiplayer Games]] | possibly incompatible with [[Multiplayer Games]] | ||
+ | |||
+ | [[Alarms]] | ||
+ | [[Roleplaying]] | ||
+ | [[Dedicated Game Facilitators]] | ||
+ | [[Player/Character Skill Composites]] | ||
+ | [[Exaggerated Perception of Influence]] | ||
+ | [[Agents]] | ||
+ | [[Avatars]] | ||
+ | [[Units]] | ||
+ | [[Open Destiny]] | ||
+ | [[Algorithmic Agents]] | ||
+ | [[Mules]] | ||
+ | [[Private Game Spaces]] | ||
+ | [[Gameplay Statistics]] | ||
+ | [[Levels]] | ||
+ | [[Non-Player Characters]] | ||
+ | [[Characters]] | ||
+ | [[Game State Indicators]] | ||
+ | [[Stimulated Planning]] | ||
+ | [[Enemies]] | ||
+ | [[Extra Chances]] | ||
+ | [[Diegetically Outstanding Features]] | ||
+ | [[Freedom of Choice]] | ||
+ | [[Optional Rules]] | ||
+ | [[Multiplayer Games]] | ||
+ | [[Late Arriving Players]] | ||
+ | [[Quick Travel]] | ||
+ | [[Companions]] | ||
+ | [[Actions Have Diegetically Social Consequences]] | ||
+ | [[Detective Structure]] | ||
+ | [[Enforced Agent Behavior]] | ||
+ | [[Extra-Game Consequences]] | ||
+ | [[Gossip]] | ||
+ | [[Power-Ups]] | ||
+ | [[Single-Player Games]] | ||
+ | [[Grind Achievements]] | ||
+ | [[Game Worlds]] | ||
+ | [[Minigames]] | ||
+ | [[Evolving Rule Sets]] | ||
+ | [[Game Masters]] | ||
+ | [[Persistent Game Worlds]] | ||
+ | [[Massively Multiplayer Online Games]] | ||
+ | [[Non-Player Help]] | ||
+ | [[Construction]] | ||
+ | [[Safe Havens]] | ||
+ | [[Cooldown]] | ||
+ | [[Alien Space Bats]] | ||
+ | [[Big Dumb Objects]] | ||
+ | [[Geospatial Game Widgets]] | ||
+ | [[Environmental Effects]] | ||
+ | [[Asymmetric Starting Conditions]] | ||
+ | [[Loot]] | ||
+ | [[Sets]] | ||
+ | [[Props]] | ||
+ | [[Warp Zones]] | ||
+ | [[Landmarks]] | ||
+ | [[Tools]] | ||
+ | [[Crafting]] | ||
+ | [[Inventories]] | ||
+ | [[Destructible Objects]] | ||
+ | [[Diegetically Tangible Game Items]] | ||
+ | [[Abstract Player Constructs]] | ||
+ | [[Territories]] | ||
+ | [[Character Development]] | ||
+ | [[Thematic Consistency]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 23:10, 7 May 2011
That the depiction of a game world only contain elements that are diegetically present in them.
This pattern is a still a stub.
Examples
Using the pattern
possibly incompatible with Multiplayer Games
Alarms Roleplaying Dedicated Game Facilitators Player/Character Skill Composites Exaggerated Perception of Influence Agents Avatars Units Open Destiny Algorithmic Agents Mules Private Game Spaces Gameplay Statistics Levels Non-Player Characters Characters Game State Indicators Stimulated Planning Enemies Extra Chances Diegetically Outstanding Features Freedom of Choice Optional Rules Multiplayer Games Late Arriving Players Quick Travel Companions Actions Have Diegetically Social Consequences Detective Structure Enforced Agent Behavior Extra-Game Consequences Gossip Power-Ups Single-Player Games Grind Achievements Game Worlds Minigames Evolving Rule Sets Game Masters Persistent Game Worlds Massively Multiplayer Online Games Non-Player Help Construction Safe Havens Cooldown Alien Space Bats Big Dumb Objects Geospatial Game Widgets Environmental Effects Asymmetric Starting Conditions Loot Sets Props Warp Zones Landmarks Tools Crafting Inventories Destructible Objects Diegetically Tangible Game Items Abstract Player Constructs Territories Character Development 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
History
A rewrite of the pattern Consistent Reality Logic that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.