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]]
[[Predetermined Story Structures]]
[[Ultra-Powerful Events]]


=== 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

Half-Life

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Cutscenes

Can Instantiate

Predetermined Story Structures, Ultra-Powerful Events

with ...

-

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

Invisible Walls

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

-