Difference between revisions of "Anonymous Actions"

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[[Possibility of Anonymity]]
 
[[Possibility of Anonymity]]
  
In games with [[Unmediated Social Interaction]], players can reveal themselves as the source of [[Anonymous Actions]] unless the take care with what they say and how the show their emotions to events taking place. This may make the pattern difficult to combine with [[Unmediated Social Interaction]] but if [[Penalties]] are linked to revealing oneself (as for examples is the case for [[Traitors]] in games such as [[Battlestar Galactica: The Board Game]] or [[Shadows over Camelot]])) this makes [[Roleplaying]] a prerequisite for [[Game Mastery]].
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In games with [[Unmediated Social Interaction]], players can reveal themselves as the source of [[Anonymous Actions]] unless the take care with what they say and how the show their emotions to events taking place. This may make the pattern difficult to combine with [[Unmediated Social Interaction]] but if [[Penalties]] are linked to revealing oneself (as for examples is the case for [[Traitors]] in games such as [[Battlestar Galactica: The Board Game]] or [[Shadows over Camelot]]) this makes [[Roleplaying]] a prerequisite for [[Game Mastery]].
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Betrayal]],
 +
[[Traitors]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 20:50, 1 March 2011

Actions that cannot be unconditionally linked to a specific player.


This pattern is a still a stub.

Examples

Apples to Apples

ESP Game

Battlestar Galactica: The Board Game

Using the pattern

Uncertainty of Information

Betrayal

Traitors

Enforced Player Anonymity

Possibility of Anonymity

In games with Unmediated Social Interaction, players can reveal themselves as the source of Anonymous Actions unless the take care with what they say and how the show their emotions to events taking place. This may make the pattern difficult to combine with Unmediated Social Interaction but if Penalties are linked to revealing oneself (as for examples is the case for Traitors in games such as Battlestar Galactica: The Board Game or Shadows over Camelot) this makes Roleplaying a prerequisite for Game Mastery.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with Unmediated Social Interaction and Penalties

Roleplaying

Can Modulate

Betrayal, Traitors

Can Be Instantiated By

Uncertainty of Information

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Unmediated Social Interaction

History

New pattern created in this wiki.

References

-

Acknowledgements

Jonas Linderoth