Non-Diegetic Communication
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
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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, Non-Diegetic Features, Roleplaying
Meta-Postures, Prompting Techniques, 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
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Can Modulate
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Can Be Instantiated By
Communication Channels, Live Action Roleplaying, Non-Diegetic Features, Roleplaying
Can Be Modulated By
Communication Channels, Meta-Postures
Possible Closure Effects
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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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