Difference between revisions of "Secondary Interface Screens"

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(Relations)
(Relations)
Line 32: Line 32:
  
  
[[Player Created Game Elements]]
 
[[Player-Planned Development]]
 
 
[[Companions]]
 
 
[[Action Programming]]
 
[[Quick Travel]]
 
  
 
[[Player-Created Characters]]
 
[[Player-Created Characters]]
Line 77: Line 70:
 
[[Strategic Planning]]
 
[[Strategic Planning]]
  
==== with ... ====
+
==== with [[Quick Travel]] ====
 +
[[Illusion of Open Space]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Characters]]
+
[[Action Programming]],
 +
[[Characters]],
 +
[[Companions]],
 
[[Dynamic Difficulty Adjustment]],  
 
[[Dynamic Difficulty Adjustment]],  
 
[[Gameplay Statistics]],  
 
[[Gameplay Statistics]],  
Line 86: Line 82:
 
[[Mules]],  
 
[[Mules]],  
 
[[Non-Player Characters]],  
 
[[Non-Player Characters]],  
[[Private Game Spaces]]  
+
[[Player-Planned Development]]
 +
[[Player Created Game Elements]],
 +
[[Private Game Spaces]],
 +
[[Quick Travel]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 16:11, 23 July 2016

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Inventories or Character Sheets - note conflicts in Game Worlds, breaks Diegetic Consistency if creating Game Pauses


Player-Created Characters Game Worlds Handicap Systems Difficulty Levels Free Gift Inventories Purchasable Game Advantages Public Player Statistics Geospatial Game Widgets Game Items Inventories Equipment Transferable Items Sockets Character Development Clues Global High Score Lists Naming Neighbors Illusion of Open Space Improved Abilities New Abilities Sidequests Spawning Player Kicking Parties Equipment Slots Replays Game Element Trading Interruptibility Non-Diegetic Features Characteristics Save-Load Cycles

Can Instantiate

Dialogues, Strategic Planning

with Quick Travel

Illusion of Open Space

Can Modulate

Action Programming, Characters, Companions, Dynamic Difficulty Adjustment, Gameplay Statistics, High Score Lists, Mules, Non-Player Characters, Player-Planned Development Player Created Game Elements, Private Game Spaces, Quick Travel

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-