Secondary Interface Screens

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Revision as of 16:18, 23 July 2016 by Staffan Björk (Talk | contribs) (Relations)

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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

Geospatial Game Widgets, Game Items, Equipment, Transferable Items, Sockets,

Clues, Global High Score Lists, Naming, Neighbors, 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, Difficulty Levels, Inventories, Strategic Planning

with Quick Travel

Illusion of Open Space

Can Modulate

Action Programming, Characters, Character Development, Companions, Dynamic Difficulty Adjustment, Free Gift Inventories, Gameplay Statistics, Game Worlds, Handicap Systems, High Score Lists, Mules, Non-Player Characters, Player-Created Characters, Player-Planned Development Player Created Game Elements, Private Game Spaces, Public Player Statistics, Purchasable Game Advantages, Quick Travel

Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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