Non-Diegetic Communication: Difference between revisions

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== Using the pattern ==
== 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]]).


[[Live Action Roleplaying]],  
[[Live Action Roleplaying]],  
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[[Prompting Techniques]],  
[[Prompting Techniques]],  
[[Substitute Actions]]
[[Substitute Actions]]
[[Meta-Postures]]
[[Non-Diegetic Communication]] may be done through
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 ===
=== Diegetic Aspects ===
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== References ==
== References ==
<references>
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<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
</references>


== Acknowledgements ==
== Acknowledgements ==
-
-

Revision as of 17:35, 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

Live Action Roleplaying, Non-Diegetic Features, Roleplaying

Meta-Postures, Prompting Techniques, Substitute Actions

Meta-Postures Non-Diegetic Communication may be done through


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

[[Non-Diegetic Communication] may both modify how Communication Channels work and may create them when these are dedicated to that types of communication. Quite naturally, [[Non-Diegetic Communication] work against the Diegetic Consistency of a game.

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

-

Acknowledgements

-