Difference between revisions of "Non-Diegetic Features"
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=== Examples === | === Examples === | ||
+ | Displaying scores or health in [[:Category:Computer Games|Computer Games]] such as [[Asteroids]], [[Pac-Man]], or the [[Tekken series]] are also examples of [[Non-Diegetic Features]]. | ||
− | The display of players' names above their avatars in games such as [[Counter-Strike]] and [[World of Warcraft]] are examples of [[Non-Diegetic Features]]. | + | The display of players' names above their avatars in games such as [[Counter-Strike]] and [[World of Warcraft]] are other examples. As a player in the [[L4D series]] or as spectators in [[Counter-Strike]] one can see the outlines of team members through walls, which is yet another example of [[Non-Diegetic Features]]. |
== Using the pattern == | == Using the pattern == | ||
take parts from [[Diegetically Outstanding Features]] and place here | take parts from [[Diegetically Outstanding Features]] and place here | ||
− | + | Breaking [[Diegetic Consistency]] is typically not a design goal in itself, but introducing [[Non-Diegetic Features]] is often to provide players with information they need for the sake of the gameplay. One example is letting players know when other players come and go in games with [[Drop-In/Drop-Out]] gameplay. Another is making [[Clues]] into [[Non-Diegetic Features]] when one wants to be more sure that players with notice them. [[Quick Time Events]] and [[Fake Game Overs]] specifically use [[Non-Diegetic Features]] to introduce gameplay or trick players. Communication is a form of information exchange, and a common for of [[Non-Diegetic Features]] in games in the presentation of [[Non-Diegetic Communication]]. | |
− | Breaking [[Diegetic Consistency]] is typically not a design goal in itself, but introducing [[Non-Diegetic Features]] is often to provide players with information they need for the sake of the gameplay. One example is letting players know when other players come and go in games with [[Drop-In/Drop-Out]] gameplay. | + | |
− | + | ||
− | + | ||
− | [[Clues]] | + | |
− | [[Fake Game Overs]] | + | |
− | [[Non-Diegetic | + | |
− | [[ | + | |
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 08:21, 21 July 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Displaying scores or health in Computer Games such as Asteroids, Pac-Man, or the Tekken series are also examples of Non-Diegetic Features.
The display of players' names above their avatars in games such as Counter-Strike and World of Warcraft are other examples. As a player in the L4D series or as spectators in Counter-Strike one can see the outlines of team members through walls, which is yet another example of Non-Diegetic Features.
Using the pattern
take parts from Diegetically Outstanding Features and place here
Breaking Diegetic Consistency is typically not a design goal in itself, but introducing Non-Diegetic Features is often to provide players with information they need for the sake of the gameplay. One example is letting players know when other players come and go in games with Drop-In/Drop-Out gameplay. Another is making Clues into Non-Diegetic Features when one wants to be more sure that players with notice them. Quick Time Events and Fake Game Overs specifically use Non-Diegetic Features to introduce gameplay or trick players. Communication is a form of information exchange, and a common for of Non-Diegetic Features in games in the presentation of Non-Diegetic Communication.
Diegetic Aspects
Non-Diegetic Features is a Diegetic Pattern but relates heavily to interfaces.
Interface Aspects
Non-Diegetic Features is not only a Interface Pattern because the diegesis in a game is part of its interface, but also because it is often caused by interface elements. Examples include Geospatial Game Widgets, HUD Interfaces (including some Crosshairs), Inventories, Juicy Interfaces, Modal Windows, Pie Menus, Popup Screens, Progress Indicators, Secondary Interface Screens, and Tooltips. Voice-Overs stands out as a Non-Diegetic Feature that is audial rather than visual. Modifiable Game Interfaces give players to add Non-Diegetic Features to their game as they add elements to their interfaces.
Consequences
Non-Diegetic Features challenges both the Diegetic and Thematic Consistency of games. Since Non-Diegetic Features can be noted by players, in Multiplayer Games players may discuss these and this can lead to Non-Diegetic Communication.
Can Modulate
Relations
Can Instantiate
Non-Diegetic Communication together with Multiplayer Games
Can Modulate
Can Be Instantiated By
Clues, Crosshairs, Fake Game Overs, Geospatial Game Widgets, HUD Interfaces, Inventories, Juicy Interfaces, Modal Windows, Modifiable Game Interfaces, Non-Diegetic Communication, Pie Menus, Popup Screens, Progress Indicators, Quick Time Events, Secondary Interface Screens, Tooltips, Voice-Overs
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Diegetic Consistency, Thematic Consistency
Thematic Consistency if used together with Clues
History
New pattern created in this wiki.
References
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Acknowledgements
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