Secondary Interface Screens

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

This pattern is a still a stub.




Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



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

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


with ...

Can Modulate


Can Be Instantiated By


Can Be Modulated By


Possible Closure Effects


Potentially Conflicting With



New pattern created in this wiki.