Non-Diegetic Features: Difference between revisions
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Created page with "Category:Diegetic Patterns Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:P..." |
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== Relations == | == Relations == | ||
=== Can Instantiate === | |||
[[Non-Diegetic Communication]] | [[Non-Diegetic Communication]] | ||
==== 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
with ...
Can Modulate
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
-