Difference between revisions of "Physical Enactment"
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== Relations == | == Relations == | ||
[[Diegetic Consistency]] | [[Diegetic Consistency]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Player Physical Prowess]] | [[Player Physical Prowess]] | ||
+ | [[Meta-Postures]], | ||
+ | [[Prompting Techniques]], | ||
+ | [[Substitute Actions]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 08:19, 27 July 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
SingStar series Rock Band series Guitar Hero series
Anti-Examples
optional
Using the pattern
Physical Enactment
Can Be Instantiated By
Dexterity-Based Actions, Physical Navigation
Can Be Modulated By
One reason for using Physical Enactment is to make Roleplaying into Live Action Roleplaying.
Diegetic Aspects
All players need to engage in Physical Enactment for Live Action Roleplaying to have Diegetic Consistency. This means that Physical Enactment can instantiate that pattern but it is a fragile solution since it requires the cooperation and successful performance of all players.
Interface Aspects
Enactment is an Interface Pattern.
Consequences
Rather obviously, Physical Enactment is a form of Enactment.
Relations
Can Instantiate
Diegetic Consistency, Enactment
with Roleplaying
Can Modulate
-
Can Be Instantiated By
Dexterity-Based Actions, Physical Navigation
Can Be Modulated By
Player Physical Prowess Meta-Postures, Prompting Techniques, Substitute Actions
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
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