Scripted Information Sequences

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This pattern is a still a stub.

Examples

Half-Life

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Cutscenes

Can Instantiate

Predetermined Story Structures, Ultra-Powerful Events

with ...

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Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

Invisible Walls

Possible Closure Effects

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Potentially Conflicting With

Exaggerated Perception of Influence

Own Agenda if the game also is intended to have Replayability

History

New pattern created in this wiki.

References

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Acknowledgements

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