Difference between revisions of "Player/Character Awareness Consistency"

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(Relations)
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== Relations ==
 
== Relations ==
[[Non-Diegetic Features]]
 
 
[[Player Characters]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Modulate ===
 
=== Can Modulate ===
[[Hiding Places]]
+
[[Hiding Places]],
 +
[[Player Characters]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[First-Person Views]]
+
[[First-Person Views]],
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Character/Player Cognitive Imbalance]]
+
[[Character/Player Cognitive Imbalance]],
 +
[[Live Action Roleplaying]],
 +
[[Non-Diegetic Features]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 08:51, 8 April 2022

Games that ensure that what a player's character knows about the game world is the same as what the player knows.

This pattern is a still a stub.

Examples

Dungeons & Dragons


Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Character Engrossment

with ...

Can Modulate

Hiding Places, Player Characters

Can Be Instantiated By

First-Person Views,

Can Be Modulated By

Character/Player Cognitive Imbalance, Live Action Roleplaying, Non-Diegetic Features

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency, God Views, Third-Person Views

History

New pattern created in this wiki.

References

-

Acknowledgements

-