Difference between revisions of "Chat Channels"

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[[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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 +
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[[Diegetic Consistency]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
[[Chat Channels]] is a [[:Category:Interface Patterns|Interface Pattern]].
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[[Chat Channels]] is a [[:Category:Interface Patterns|Interface Pattern]]. While they often are available during play sessions, the same [[Chat Channels]] typically also exist in [[Game Lobbies]] if these exist.
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
 +
When [[Chat Channels]] allow players to formulate the messages freely, they can help players in [[Enactment]] which the game may not otherwise allow, including expressing complex emotions or providing non-diegetic narrative information.
  
 
== Consequences ==
 
== Consequences ==
[[Chat Channels]] are a form of [[Communication Channels]]. Since they typically support free form messages, they can support people in being more precise while [[Cooperation]] even if at a certain cost of communication speed. However, the freedom in expression may also give rise to [[Bragging]] and [[Guilting]].
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[[Chat Channels]] are a form of [[Communication Channels]]. Since they typically support free form messages, they can support people in being more precise while [[Cooperation]] even if at a certain cost of communication speed. The freedom in expression can also support [[Enactment]], [[Bragging]], and [[Guilting]].
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Communication Channels]],  
 
[[Communication Channels]],  
[[Game Lobbies]],
 
 
[[Illocutionary Interfaces]],  
 
[[Illocutionary Interfaces]],  
 
[[Information Passing]]
 
[[Information Passing]]
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[[Cooperation]],  
 
[[Cooperation]],  
 
[[Bragging]],  
 
[[Bragging]],  
[[Game Lobbies]],  
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[[Enactment]],  
 
[[Guilting]],  
 
[[Guilting]],  
 
[[Illocutionary Interfaces]],  
 
[[Illocutionary Interfaces]],  
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Lobbies]],
 
[[Guilds]],  
 
[[Guilds]],  
 
[[Parties]],  
 
[[Parties]],  

Revision as of 07:07, 9 October 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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 secret communication with co-members of Parties, Guilds or Teams.


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 Consistency

Diegetic Aspects

Interface Aspects

Chat Channels is a Interface Pattern. While they often are available during play sessions, the same Chat Channels typically also exist in Game Lobbies if these exist.

Narrative Aspects

When Chat Channels allow players to formulate the messages freely, they can help players in Enactment which the game may not otherwise allow, including expressing complex emotions or providing non-diegetic narrative information.

Consequences

Chat Channels are a form of Communication Channels. Since they typically support free form messages, they can support people in being more precise while Cooperation even if at a certain cost of communication speed. The freedom in expression can also support Enactment, Bragging, and Guilting.

Can Instantiate

Communication Channels, Illocutionary Interfaces, Information Passing

Relations

Can Instantiate

Communication Channels, Cooperation, Bragging, Enactment, Guilting, Illocutionary Interfaces, Information Passing

Can Modulate

Game Lobbies, Guilds, Parties, Teams

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

Handles

Possible Closure Effects

-

Potentially Conflicting With

Enforced Player Anonymity

History

New pattern created in this wiki.

References

-

Acknowledgements