Difference between revisions of "Non-Diegetic Communication"
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While [[Non-Diegetic Communication]] and [[Diegetic Communication]] are mutually exclusive by definition, it may still be worth considering both when it comes to a specific type of information that players are supposed to be able to communicate about. This since non-diegetic information can sometimes be given a diegetic meaning, or masked as part of some diegetic actions (i.e. through using [[Substitute Actions]]). | While [[Non-Diegetic Communication]] and [[Diegetic Communication]] are mutually exclusive by definition, it may still be worth considering both when it comes to a specific type of information that players are supposed to be able to communicate about. This since non-diegetic information can sometimes be given a diegetic meaning, or masked as part of some diegetic actions (i.e. through using [[Substitute Actions]]). | ||
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[[Live Action Roleplaying]], | [[Live Action Roleplaying]], | ||
[[Non-Diegetic Features]], | [[Non-Diegetic Features]], | ||
[[Roleplaying]] | [[Roleplaying]] | ||
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[[Meta-Postures]], | [[Meta-Postures]], | ||
[[Prompting Techniques]], | [[Prompting Techniques]], | ||
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== Consequences == | == Consequences == | ||
+ | [[Non-Diegetic Communication] may both modify how [[Communication Channels]] work and may create them when these are dedicated to that types of communication. Quite naturally, [[Non-Diegetic Communication] work against the [[Diegetic Consistency]] of a game. | ||
== Relations == | == Relations == |
Revision as of 17:31, 7 July 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
While Non-Diegetic Communication and Diegetic Communication are mutually exclusive by definition, it may still be worth considering both when it comes to a specific type of information that players are supposed to be able to communicate about. This since non-diegetic information can sometimes be given a diegetic meaning, or masked as part of some diegetic actions (i.e. through using Substitute Actions).
Live Action Roleplaying, Non-Diegetic Features, Roleplaying
Meta-Postures, Prompting Techniques, Substitute Actions
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
[[Non-Diegetic Communication] may both modify how Communication Channels work and may create them when these are dedicated to that types of communication. Quite naturally, [[Non-Diegetic Communication] work against the Diegetic Consistency of a game.
Relations
Can Instantiate
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Can Modulate
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Can Be Instantiated By
Communication Channels, Live Action Roleplaying, Non-Diegetic Features, Roleplaying
Can Be Modulated By
Communication Channels, Meta-Postures
Possible Closure Effects
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Potentially Conflicting With
Diegetic Communication, Diegetic Consistency, Meta-Postures, Prompting Techniques, Substitute Actions
History
New pattern created in this wiki.
References
Cite error: <ref>
tag defined in <references>
has group attribute "" which does not appear in prior text.
Acknowledgements
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