Difference between revisions of "Meta-Techniques"
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== Using the pattern == | == Using the pattern == | ||
[[Substitute Actions]] | [[Substitute Actions]] | ||
+ | [[Meta-Postures]] | ||
+ | Contextualisation (Wrigstad 2008) | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Contextualisation]], | ||
+ | [[Meta-Postures]], | ||
[[Substitute Actions]] | [[Substitute Actions]] | ||
Revision as of 07:31, 3 July 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Prompting techniques are used to subtly indicate wishes to initiate scenes or that ongoing ones should be ended. Feather Play is an example of the former where the act of presenting a feather to another player shows a wish to initiate a scene containing sexual activities. The Liquor on the Table is an example of the latter where placing bottles of (fake) liquor indicates that players should intensify their role-playing and bring conflicts to a breaking point
http://nordiclarp.org/wiki/Feather_Play
http://nordiclarp.org/wiki/The_Liquor_on_the_Table
Contents
Examples
Anti-Examples
optional
Using the pattern
Substitute Actions Meta-Postures Contextualisation (Wrigstad 2008)
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
Contextualisation, Meta-Postures, Substitute Actions
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].
or
New pattern created in this wiki.
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-