Difference between revisions of "Chat Channels"
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== Using the pattern == | == Using the pattern == | ||
Implementing [[Chat Channels]] requires [[Dedicated Game Facilitators]] that receives messages, stores them, and sends them to appropriate receiver. | Implementing [[Chat Channels]] requires [[Dedicated Game Facilitators]] that receives messages, stores them, and sends them to appropriate receiver. | ||
+ | Games rarely have only one [[Chat Channels|Chat Channel]], and deciding which to provide is one of the main design choices regarding the pattern. Examples include channels that only support communication with those close in a [[Game Worlds|Game World]] (which maintains [[Diegetic Consistency]]) and those that allow | ||
[[Guilds]] | [[Guilds]] | ||
[[Teams]] | [[Teams]] | ||
[[Parties]] | [[Parties]] | ||
+ | |||
+ | [[Cooperation]] | ||
+ | [[Bragging]] | ||
+ | [[Guilting]] | ||
+ | |||
+ | scripting | ||
+ | |||
+ | censoring | ||
[[Chat Channels]] typically identify who sent a message. This common way of doing this is through [[Handles]] since these are also in text. | [[Chat Channels]] typically identify who sent a message. This common way of doing this is through [[Handles]] since these are also in text. | ||
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=== Can Modulate === | === Can Modulate === | ||
− | + | [[Guilds]], | |
+ | [[Parties]], | ||
+ | [[Teams]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 06:58, 9 October 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Implementing Chat Channels requires Dedicated Game Facilitators that receives messages, stores them, and sends them to appropriate receiver. Games rarely have only one Chat Channel, and deciding which to provide is one of the main design choices regarding the pattern. Examples include channels that only support communication with those close in a Game World (which maintains Diegetic Consistency) and those that allow
scripting
censoring
Chat Channels typically identify who sent a message. This common way of doing this is through Handles since these are also in text.
Diegetic Aspects
Interface Aspects
Chat Channels is a Interface Pattern.
Narrative Aspects
Consequences
Can Instantiate
Communication Channels, Game Lobbies, Illocutionary Interfaces, Information Passing
Relations
Can Instantiate
Communication Channels, Game Lobbies, Illocutionary Interfaces, Information Passing
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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