Non-Diegetic Features: Difference between revisions

From gdp3
Jump to navigationJump to search
Line 30: Line 30:


== Relations ==
== Relations ==
[[Handles]]
[[Geospatial Game Widgets]]
[[Progress Indicators]]
[[HUD Interfaces]]
[[Modifiable Game Interfaces]]
[[Popup Screens]]
[[Modal Windows]]
[[Pie Menus]]
[[Fake Game Overs]]
[[Juicy Interfaces]]
[[Voice-Overs]]
[[Secondary Interface Screens]]
[[Inventories]]
=== Can Instantiate ===
=== Can Instantiate ===
[[Non-Diegetic Communication]]
[[Non-Diegetic Communication]]
Line 55: Line 41:
[[Clues]],  
[[Clues]],  
[[Crosshairs]],  
[[Crosshairs]],  
[[Fake Game Overs]],
[[Geospatial Game Widgets]],
[[HUD Interfaces]],
[[Inventories]],
[[Juicy Interfaces]],
[[Modal Windows]],
[[Modifiable Game Interfaces]],
[[Non-Diegetic Communication]],  
[[Non-Diegetic Communication]],  
[[Pie Menus]],
[[Popup Screens]],
[[Progress Indicators]],
[[Quick Time Events]],  
[[Quick Time Events]],  
[[Tooltips]]
[[Secondary Interface Screens]],
[[Tooltips]],
[[Voice-Overs]]  


=== Can Be Modulated By ===
=== Can Be Modulated By ===

Revision as of 09:10, 20 July 2014

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

take parts from Diegetically Outstanding Features and place here

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Non-Diegetic Communication

with ...

Can Modulate

Drop-In/Drop-Out

Can Be Instantiated By

Clues, Crosshairs, Fake Game Overs, Geospatial Game Widgets, HUD Interfaces, Inventories, Juicy Interfaces, Modal Windows, Modifiable Game Interfaces, Non-Diegetic Communication, Pie Menus, Popup Screens, Progress Indicators, Quick Time Events, Secondary Interface Screens, Tooltips, Voice-Overs

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency, Thematic Consistency

Thematic Consistency if used together with Clues

History

New pattern created in this wiki.

References

<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>

Acknowledgements

-