Non-Diegetic Communication: Difference between revisions
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
- | - | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
- | [[Communication Channels]], | ||
[[Live Action Roleplaying]], | |||
[[Non-Diegetic Features]], | |||
[[Roleplaying]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
- | [[Communication Channels]], | ||
[[Meta-Postures]] | |||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Diegetic Communication]] | [[Diegetic Communication]], | ||
[[Diegetic Consistency]], | |||
[[Meta-Postures]], | |||
[[Prompting Techniques]], | |||
[[Substitute Actions]] | |||
== History == | == History == | ||
Revision as of 08:47, 6 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
While Non-Diegetic Communication and Diegetic Communication are mutually exclusive by definition, it may still be worth considering both when it comes to a specific type of information that players are supposed to be able to communicate about. This since non-diegetic information can sometimes be given a diegetic meaning, or masked as part of some diegetic actions (i.e. through using Substitute Actions).
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
-
Can Modulate
-
Can Be Instantiated By
Communication Channels, Live Action Roleplaying, Non-Diegetic Features, Roleplaying
Can Be Modulated By
Communication Channels, Meta-Postures
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Communication, Diegetic Consistency, Meta-Postures, Prompting Techniques, Substitute Actions
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
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