Secondary Interface Screens

From gdp3
Revision as of 16:07, 23 July 2016 by Staffan Björk (Talk | contribs) (Relations)

Jump to: navigation, search

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

Player Created Game Elements Player-Planned Development


Action Programming Quick Travel

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 ...

Can Modulate

Characters Dynamic Difficulty Adjustment, Gameplay Statistics, High Score Lists, Mules, Non-Player Characters, Private Game Spaces

Can Be Instantiated By


Can Be Modulated By


Possible Closure Effects


Potentially Conflicting With



New pattern created in this wiki.