Difference between revisions of "Non-Diegetic Communication"
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== Using the pattern == | == Using the pattern == | ||
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[[Live Action Roleplaying]], | [[Live Action Roleplaying]], | ||
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[[Prompting Techniques]], | [[Prompting Techniques]], | ||
[[Substitute Actions]] | [[Substitute Actions]] | ||
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+ | [[Meta-Postures]] | ||
+ | [[Non-Diegetic Communication]] may be done through | ||
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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]]). | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== References == | == References == | ||
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== Acknowledgements == | == Acknowledgements == | ||
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Revision as of 17:35, 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
Live Action Roleplaying, Non-Diegetic Features, Roleplaying
Meta-Postures, Prompting Techniques, Substitute Actions
Meta-Postures Non-Diegetic Communication may be done through
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).
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
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Acknowledgements
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