Secondary Interface Screens
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Computer-based Roleplaying Games make heavy use of Secondary Interface Screens. Examples include the Elder Scrolls series and the Fallout series. The Diablo series uses it for handling inventories and Pokémon Go uses it for both capturing and evolving Pokémons. The Battlefield series uses Secondary Interface Screens for leader functionality.
Using the pattern
Secondary Interface Screens are used to provide players access to information and actions that for one or another reason does not fit in the main interface. If there are many actions or much information there can of course be a need for many Secondary Interface Screens within one game.
Common examples of composite design elements that use their own Secondary Interface Screens include Character Sheets, Dialogues, and Inventories. The first of these allow players to handle Characters especially Character Development when Characteristics are changed or when Characters are given New or Improved Abilities due to Player-Planned Development. The last, Inventories, quite naturally modify how one can interact with Equipment but can be more specifically applied to Equipment Slots, Sockets, and Free Gift Inventories. Changing Difficulty Levels is often done through Secondary Interface Screens also, and can be done through being able to activate/deactivate Dynamic Difficulty Adjustment or access Handicap Systems.
Other design elements that may have their own Secondary Interface Screens are Action Programming, Gameplay Statistics, High Score Lists (including Global High Score Lists), Neighbors, Parties, Player Created Game Elements, Player Kicking, Purchasable Game Advantages, and Quick Travel. Parties in particular can provide access to actions regarding Companions, Non-Player Characters and Player-Created Characters.
--- to add Quests
Secondary Interface Screens is an Interface Pattern.
Secondary Interface Screens typically create Non-Diegetic Features, if not for any other reason due to the actions they provide which are not diegetically presented.
with Quick Travel
Action Programming, Characters, Character Development, Characteristics, Clues, Companions, Difficulty Levels, 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, Sockets, Spawning
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
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