Difference between revisions of "Gossip"
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[[Category:Character Patterns]] | [[Category:Character Patterns]] | ||
[[Category:Dialogue Patterns]] | [[Category:Dialogue Patterns]] | ||
− | [[Category: | + | [[Category:Action Patterns]] |
+ | [[Category:Diegetic Patterns]] | ||
+ | [[Category:Patterns]] | ||
+ | [[Category:Needs revision]] | ||
+ | [[Category:Needs references]] | ||
+ | ''The exchange of information by word-of-mouth between diegetic characters.'' | ||
+ | |||
+ | Like in the real world, the people presenting in game worlds can engage in the very human activity of sharing [[Gossip]]. | ||
+ | |||
+ | === 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. | ||
+ | |||
+ | Most, but not all, of the ''Gossip Stones'' found in [[The Legend of Zelda series]] provide players with information about the game state or hints on how to complete quests. Many of the characters encountered in the game, e.g. the friends, relatives, and neighbors on ''Outset Island'' of [[The Legend of Zelda: The Wind Waker]], can also provide some more or less useful information. | ||
+ | |||
+ | Many [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], e.g. [[1942 – Noen å stole på]] and [[Dragonbane]], provide good settings for [[Gossip]] to be spread, both by having uncertain information and by providing ample time to discuss this information. | ||
+ | |||
+ | == Using the pattern == | ||
+ | A requirement for [[Gossip]] is that [[Imperfect Information]] exists in the [[Game Worlds|Game World]], even if it only does so on a diegetic level. This may be that players, or their [[Player Characters|Characters]], do not have information about the state of facts or that [[Non-Player Characters]] lack this. Note that [[Gossip]] can be true, false, or contain partial truths - the important thing is that players (or at least their [[Player Characters|Characters]]) do not always have an immediate and fully reliable way of judging the trustworthiness of the statement. | ||
+ | |||
+ | One aspect of designing [[Gossip]] is deciding if it should occur between [[Non-Player Characters]], between [[Player Characters]], or between one of each. The first can provide opportunities of [[Eavesdropping]] (as can the other two when there is at least three or two players respectively). The second lets players engage in both [[Roleplaying]] and [[Storytelling]], and to have some [[Creative Control]] in how these are performed. The third can be considered a service, and may be provided by [[Non-Player Characters]] which in fact are [[Self-Service Kiosks]]. | ||
+ | |||
+ | The subjects mentioned in [[Gossip]] also needs consideration. Although [[Gossip]] commonly is about [[Characters]], when it is provided by the game this can be used to inform about possible [[Quests]] and [[Diegetically Outstanding Features]]. [[Gossip]] about other players can easily stem from [[Negotiation]] (or about their [[Player Characters|Characters]] if part of [[Roleplaying]]), either as ways of trying to share information or on purpose spread mis-information. As such it can be vital to maintain [[Dynamic Alliances]] and believes in [[Delayed Reciprocity]], but can also be used to commit [[Betrayal]] of trusts. | ||
+ | |||
+ | For games building on [[Roleplaying]], encouraging [[Gossip]] can be as easy as providing [[Downtime]] in addition to the presence of [[Imperfect Information]]. | ||
+ | |||
+ | === Diegetic Aspects === | ||
+ | While [[Gossip]] can always provide [[Information Passing]], this may break [[Thematic Consistency]] if not delivered as part of [[Context Dependent Dialogues]]. Even so, this can, much like other types of [[Dialogues]], break if [[Canned Text Responses]] are used. | ||
+ | |||
+ | === Narrative Aspects === | ||
+ | [[Gossip]] can be used as a way of informing players of how they or other players have acted in the [[Game Worlds|Game World]]. As such, this can make [[Actions Have Diegetically Social Consequences]] both in ways positive and negative for the players. | ||
+ | |||
+ | == Consequences == | ||
+ | [[Gossip]] is one of the possible effects of [[Dialogues]], and thereby cause [[Information Passing]] between characters. Since it is based in the diegesis of a game, [[Gossip]] can help support [[Narrative Engrossment]]. | ||
+ | |||
+ | As mentioned above, when used as part of [[Negotiation]] [[Gossip]] can be the tool to commit [[Betrayal]] or the glue that holds together [[Dynamic Alliances]] or beliefs in [[Delayed Reciprocity]]. | ||
+ | |||
+ | Regardless of if [[Gossip]] is acquired by talking to [[Non-Player Characters]] or [[Eavesdropping]] on them, this makes them into [[Helpers]]. | ||
+ | |||
+ | == Relations == | ||
+ | === Can Instantiate === | ||
+ | [[Actions Have Diegetically Social Consequences]], | ||
+ | [[Betrayal]], | ||
+ | [[Information Passing]] | ||
+ | |||
+ | ==== with [[Non-Player Characters]] ==== | ||
+ | [[Eavesdropping]], | ||
+ | [[Helpers]] | ||
+ | |||
+ | ==== with [[Player Characters]] ==== | ||
+ | [[Creative Control]], | ||
+ | [[Narrative Engrossment]], | ||
+ | [[Roleplaying]], | ||
+ | [[Storytelling]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Delayed Reciprocity]], | ||
+ | [[Diegetically Outstanding Features]], | ||
+ | [[Dynamic Alliances]], | ||
+ | [[Characters]], | ||
+ | [[Quests]] | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Dialogues]], | ||
+ | [[Imperfect Information]], | ||
+ | [[Non-Player Characters]], | ||
+ | [[Negotiation]], | ||
+ | [[Player Characters]], | ||
+ | [[Self-Service Kiosks]] | ||
+ | |||
+ | [[Downtime]] together with [[Roleplaying]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Canned Text Responses]], | ||
+ | [[Context Dependent Dialogues]] | ||
+ | |||
+ | === Possible Closure Effects === | ||
+ | - | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | - | ||
+ | |||
+ | == History == | ||
+ | A revised version of a pattern with the same name introduced in Lankoski 2007<ref name="Lankoski"/>. | ||
− | + | == References == | |
+ | <references> | ||
+ | <ref name="Lankoski">Lankoski, P. & Björk, S. (2007). Gameplay Design Patterns for Social Networks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.</ref> | ||
+ | </references> |
Latest revision as of 10:09, 11 August 2015
The exchange of information by word-of-mouth between diegetic characters.
Like in the real world, the people presenting in game worlds can engage in the very human activity of sharing Gossip.
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.
Most, but not all, of the Gossip Stones found in The Legend of Zelda series provide players with information about the game state or hints on how to complete quests. Many of the characters encountered in the game, e.g. the friends, relatives, and neighbors on Outset Island of The Legend of Zelda: The Wind Waker, can also provide some more or less useful information.
Many Live Action Roleplaying Games, e.g. 1942 – Noen å stole på and Dragonbane, provide good settings for Gossip to be spread, both by having uncertain information and by providing ample time to discuss this information.
Using the pattern
A requirement for Gossip is that Imperfect Information exists in the Game World, even if it only does so on a diegetic level. This may be that players, or their Characters, do not have information about the state of facts or that Non-Player Characters lack this. Note that Gossip can be true, false, or contain partial truths - the important thing is that players (or at least their Characters) do not always have an immediate and fully reliable way of judging the trustworthiness of the statement.
One aspect of designing Gossip is deciding if it should occur between Non-Player Characters, between Player Characters, or between one of each. The first can provide opportunities of Eavesdropping (as can the other two when there is at least three or two players respectively). The second lets players engage in both Roleplaying and Storytelling, and to have some Creative Control in how these are performed. The third can be considered a service, and may be provided by Non-Player Characters which in fact are Self-Service Kiosks.
The subjects mentioned in Gossip also needs consideration. Although Gossip commonly is about Characters, when it is provided by the game this can be used to inform about possible Quests and Diegetically Outstanding Features. Gossip about other players can easily stem from Negotiation (or about their Characters if part of Roleplaying), either as ways of trying to share information or on purpose spread mis-information. As such it can be vital to maintain Dynamic Alliances and believes in Delayed Reciprocity, but can also be used to commit Betrayal of trusts.
For games building on Roleplaying, encouraging Gossip can be as easy as providing Downtime in addition to the presence of Imperfect Information.
Diegetic Aspects
While Gossip can always provide Information Passing, this may break Thematic Consistency if not delivered as part of Context Dependent Dialogues. Even so, this can, much like other types of Dialogues, break if Canned Text Responses are used.
Narrative Aspects
Gossip can be used as a way of informing players of how they or other players have acted in the Game World. As such, this can make Actions Have Diegetically Social Consequences both in ways positive and negative for the players.
Consequences
Gossip is one of the possible effects of Dialogues, and thereby cause Information Passing between characters. Since it is based in the diegesis of a game, Gossip can help support Narrative Engrossment.
As mentioned above, when used as part of Negotiation Gossip can be the tool to commit Betrayal or the glue that holds together Dynamic Alliances or beliefs in Delayed Reciprocity.
Regardless of if Gossip is acquired by talking to Non-Player Characters or Eavesdropping on them, this makes them into Helpers.
Relations
Can Instantiate
Actions Have Diegetically Social Consequences, Betrayal, Information Passing
with Non-Player Characters
with Player Characters
Creative Control, Narrative Engrossment, Roleplaying, Storytelling
Can Modulate
Delayed Reciprocity, Diegetically Outstanding Features, Dynamic Alliances, Characters, Quests
Can Be Instantiated By
Dialogues, Imperfect Information, Non-Player Characters, Negotiation, Player Characters, Self-Service Kiosks
Downtime together with Roleplaying
Can Be Modulated By
Canned Text Responses, Context Dependent Dialogues
Possible Closure Effects
-
Potentially Conflicting With
-
History
A revised version of a pattern with the same name introduced in Lankoski 2007[1].
References
- ↑ Lankoski, P. & Björk, S. (2007). Gameplay Design Patterns for Social Networks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.