Difference between revisions of "Communication Channels"
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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 === | ||
+ | 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.
Contents
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
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedBjork_.26_Holopainen_2004