Non-Diegetic Features: Difference between revisions
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== Using the pattern == | == Using the pattern == | ||
take parts from [[Diegetically Outstanding Features]] and place here | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Revision as of 18:43, 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
take parts from Diegetically Outstanding Features and place here
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
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
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
-