Difference between revisions of "Non-Diegetic Communication"
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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+ | [[Non-Diegetic Features]], | ||
+ | [[Roleplaying]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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+ | [[Diegetic Consistency]], | ||
+ | [[Meta-Postures]], | ||
+ | [[Prompting Techniques]], | ||
+ | [[Substitute Actions]] | ||
== History == | == History == |
Revision as of 08:47, 6 July 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
While Non-Diegetic Communication and Diegetic Communication are mutually exclusive by definition, it may still be worth considering both when it comes to a specific type of information that players are supposed to be able to communicate about. This since non-diegetic information can sometimes be given a diegetic meaning, or masked as part of some diegetic actions (i.e. through using Substitute Actions).
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
-
Can Modulate
-
Can Be Instantiated By
Communication Channels, Live Action Roleplaying, Non-Diegetic Features, Roleplaying
Can Be Modulated By
Communication Channels, Meta-Postures
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Communication, Diegetic Consistency, Meta-Postures, Prompting Techniques, Substitute Actions
History
New pattern created in this wiki.
References
Cite error: <ref>
tag defined in <references>
has group attribute "" which does not appear in prior text.
Acknowledgements
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