Difference between revisions of "Mediated Gameplay"
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== Using the pattern == | == Using the pattern == | ||
− | === | + | === Can Modulate === |
+ | [[Asynchronous Games]], | ||
+ | [[Coordination]], | ||
+ | [[Cooperation]], | ||
+ | [[Multiplayer Games]], | ||
+ | [[Negotiation]] | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Dedicated Game Facilitators]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Cameras]], | ||
+ | [[Communication Channels]], | ||
+ | [[Self-Reported Positioning]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Interruptibility]], | ||
+ | [[Social Adaptability]], | ||
+ | [[Unmediated Social Interaction]] | ||
=== Interface Aspects === | === Interface Aspects === | ||
Line 22: | Line 40: | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
+ | Since [[Mediated Gameplay]] gives the design a possibility to control how players experience the gameplay and [[Game Worlds|Game World]], it is a powerful tool in enforcing [[Narration Structures]] and providing [[Surprises]]. | ||
== Consequences == | == Consequences == | ||
+ | |||
+ | |||
+ | [[Mediated Gameplay]] can make players have [[Limited Communication Abilities]] and when this is consciously enforced, it can lead to [[Enforced Player Anonymity]]. | ||
+ | |||
+ | Even when players have good possibilities | ||
+ | |||
+ | ==== with [[Avatars]], [[Handles]], or [[Player Characters]] ==== | ||
+ | [[Possibility of Anonymity]] | ||
+ | |||
+ | |||
+ | === Can Instantiate === | ||
+ | [[Game Worlds]], | ||
+ | [[Imperfect Information]], | ||
+ | [[Split-Screen Views]], | ||
+ | [[Third-Person Views]], | ||
+ | [[Tooltips]], | ||
+ | [[Vision Modes]] | ||
+ | |||
== Relations == | == Relations == |
Revision as of 08:02, 27 August 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Modulate
Asynchronous Games, Coordination, Cooperation, Multiplayer Games, Negotiation
Can Be Instantiated By
Can Be Modulated By
Cameras, Communication Channels, Self-Reported Positioning
Potentially Conflicting With
Interruptibility, Social Adaptability, Unmediated Social Interaction
Interface Aspects
Mediated Gameplay assumes the presence of an interface that controls at least parts of how players can interact with the game system and each other. For this reason, it is a Interface Pattern. While many other Interface Patterns can be part of Mediated Gameplay they do not necessarily need to be so since the gameplay may primarily be done unmediated with only some presentations being mediated. Patterns which are difficult to support without Mediated Gameplay include Split-Screen Views, Third-Person Views, Tooltips, and Vision Modes. While Self-Reported Positioning also requires Mediated Gameplay it modulates the pattern rather than is created by it.
Narrative Aspects
Since Mediated Gameplay gives the design a possibility to control how players experience the gameplay and Game World, it is a powerful tool in enforcing Narration Structures and providing Surprises.
Consequences
Mediated Gameplay can make players have Limited Communication Abilities and when this is consciously enforced, it can lead to Enforced Player Anonymity.
Even when players have good possibilities
with Avatars, Handles, or Player Characters
Can Instantiate
Game Worlds, Imperfect Information, Split-Screen Views, Third-Person Views, Tooltips, Vision Modes
Relations
Can Instantiate
Enforced Player Anonymity, Game Worlds, Imperfect Information, Limited Communication Abilities, Narration Structures, Split-Screen Views, Surprises, Third-Person Views, Tooltips, Vision Modes
with Avatars, Handles, or Player Characters
Can Modulate
Asynchronous Games, Coordination, Cooperation, Multiplayer Games, Negotiation
Can Be Instantiated By
Can Be Modulated By
Cameras, Communication Channels, Self-Reported Positioning
Possible Closure Effects
-
Potentially Conflicting With
Interruptibility, Social Adaptability, Unmediated Social Interaction
History
New pattern created in this wiki.
References
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