Non-Diegetic Communication: Difference between revisions

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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]]).
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]]).
[[Communication Channels]],
[[Live Action Roleplaying]],
[[Non-Diegetic Features]],
[[Roleplaying]]
[[Diegetic Communication]],
[[Diegetic Consistency]],
[[Meta-Postures]],
[[Prompting Techniques]],
[[Substitute Actions]]


=== Diegetic Aspects ===
=== Diegetic Aspects ===

Revision as of 17:26, 7 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).

Communication Channels, Live Action Roleplaying, Non-Diegetic Features, Roleplaying

Diegetic Communication, Diegetic Consistency, Meta-Postures, Prompting Techniques, Substitute Actions

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

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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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