Non-Diegetic Features: Difference between revisions

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== Relations ==
== Relations ==
[[Drop-In/Drop-Out]]
=== Can Instantiate ===
[[Diegetic Consistency]]
[[Clues]]
[[Thematic Consistency]]
[[Tooltips]]
[[Quick Time Events]]
[[Crosshairs]]
[[Non-Diegetic Communication]]
[[Non-Diegetic Communication]]
[[Non-Consistent Narration]]
=== Can Instantiate ===
-


==== with ... ====
==== with ... ====


=== Can Modulate ===
=== Can Modulate ===
-
[[Drop-In/Drop-Out]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
-
[[Clues]],
[[Crosshairs]],
[[Non-Diegetic Communication]],
[[Quick Time Events]],
[[Tooltips]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
-
[[Diegetic Consistency]],
[[Thematic Consistency]]
 
[[Thematic Consistency]] if used together with [[Clues]]


== History ==
== History ==

Revision as of 18:30, 18 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

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, Non-Diegetic Communication, Quick Time Events, Tooltips

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

-