Scripted Information Sequences: Difference between revisions
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=== Examples === | === Examples === | ||
[[Half-Life]] | |||
== Using the pattern == | == Using the pattern == | ||
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== Relations == | == Relations == | ||
[[Cutscenes]] | [[Cutscenes]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Predetermined Story Structures]], | |||
[[Ultra-Powerful Events]] | |||
==== with ... ==== | ==== with ... ==== | ||
- | |||
=== Can Modulate === | === Can Modulate === | ||
- | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
- | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Invisible Walls]] | |||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
- | |||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Exaggerated Perception of Influence]] | |||
[[Own Agenda]] if the game also is intended to have [[Replayability]] | |||
== History == | == History == | ||
Revision as of 18:10, 7 June 2011
...
This pattern is a still a stub.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Predetermined Story Structures, Ultra-Powerful Events
with ...
-
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Exaggerated Perception of Influence
Own Agenda if the game also is intended to have Replayability
History
New pattern created in this wiki.
References
-
Acknowledgements
-