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



Can Instantiate

Character Sheets, Clues, Dialogues, Difficulty Levels, Inventories, Non-Diegetic Features, Sockets, Strategic Planning Transferable Items,

with Quick Travel

Illusion of Open Space

Can Modulate

Action Programming, Characters, Character Development, Characteristics, Clues, Companions, Dynamic Difficulty Adjustment, Equipment, Equipment Slots, Free Gift Inventories, Gameplay Statistics, Game Element Trading, Game Worlds, Global High Score Lists, Handicap Systems, High Score Lists, Interruptibility, Improved Abilities, New Abilities, Mules, Naming, Neighbors, Non-Player Characters, Parties, Player-Created Characters, Player-Planned Development Player Created Game Elements, Player Kicking, Private Game Spaces, Public Player Statistics, Purchasable Game Advantages, Quick Travel Save-Load Cycles, Sidequests, Spawning,

Can Be Instantiated By


Can Be Modulated By


Possible Closure Effects


Potentially Conflicting With

Diegetic Consistency in games with Game Pauses


New pattern created in this wiki.