Difference between revisions of "Gossip"
From gdp3
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=== Examples === | === Examples === | ||
− | Standing within hearing distance of non-player characters in [[Oblivion]] in the [[The Elder Scrolls series]] can let players overhear them talking to each other, and these discussions can reveal | + | Standing within hearing distance of non-player characters in [[Oblivion]] in the [[The Elder Scrolls series]] can let players overhear them talking to each other, and these discussions can reveal interesting areas to explore. Being close, but not too close, to Grace and Trip in the interactive drama [[Façade]] can likewise provide information, but in this case concerning their relational problems. |
== Using the pattern == | == Using the pattern == |
Revision as of 21:57, 9 March 2011
The exchange of gossip between diegetic characters.
This pattern is a still a stub.
Examples
Standing within hearing distance of non-player characters in Oblivion in the The Elder Scrolls series can let players overhear them talking to each other, and these discussions can reveal interesting areas to explore. Being close, but not too close, to Grace and Trip in the interactive drama Façade can likewise provide information, but in this case concerning their relational problems.
Using the pattern
Diegetically Outstanding Features
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Gossip is one form of Information Passing between characters.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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