Display title | The Law of Conservation of Detail/Analysis |
Default sort key | Law of Conservation of Detail, The |
Page length (in bytes) | 1,166 |
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Page ID | 399810 |
Page content language | en - English |
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Page creator | QuestionableSanity (talk | contribs) |
Date of page creation | 14:18, 29 June 2014 |
Latest editor | Robkelk (talk | contribs) |
Date of latest edit | 15:36, 12 November 2023 |
Total number of edits | 3 |
Recent number of edits (within past 180 days) | 1 |
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Description | Content |
Article description: (description ) This attribute controls the content of the description and og:description elements. | The law can be applied to video games as well. If any detail of the game requires a significant investment of time to develop, it will be a primary detail. One-off NPCs rarely ever get anything more than a generic sprite/character model, have only the most basic walking animations, and have no name. You can tell that a character will play some role in the plot if they have an unusually complex character model or a headshot next to their dialog (unless plenty of other characters have that same headshot). Plotwise, this serves to separate Round and Flat Characters. |