Difference between revisions of "Communication Channels"

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This pattern is a still a stub.
 
This pattern is a still a stub.
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While players can in theory use any part of a game which they can affect and other players can perceived as a way to communicate, [[Communication Channels]] signify parts of a game design that is dedicated to communication.
  
 
=== Examples ===
 
=== Examples ===
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=== Interface Aspects ===
 
=== Interface Aspects ===
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Since [[Communication Channels]] focuses on communication between players rather than gameplay action, it is a [[:Category:Interface Patterns|Interface Pattern]]. It is however still a gameplay pattern since [[Communication Channels]] can support actual gameplay actions in addition to the communication.
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===

Revision as of 12:25, 31 August 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

While players can in theory use any part of a game which they can affect and other players can perceived as a way to communicate, Communication Channels signify parts of a game design that is dedicated to communication.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Since Communication Channels focuses on communication between players rather than gameplay action, it is a Interface Pattern. It is however still a gameplay pattern since Communication Channels can support actual gameplay actions in addition to the communication.

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].

or

New pattern created in this wiki.

References

-

Acknowledgements

  1. Cite error: Invalid <ref> tag; no text was provided for refs named Bjork_.26_Holopainen_2004