Difference between revisions of "Emotes"

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[[Category:Interface Patterns]]
 
[[Category:Interface Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Patterns]]
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[[Category:Action Patterns]]
[[Category:Needs work]]
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Commands that allow players to display purely emotional actions for their characters.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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=== Examples ===
 
=== Examples ===
  
[[Emotes]] are used in [[:Category:Massively Multiplayer Online Games|MUDs]] and [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Roleplaying Games]]. In [[MUD2]] they are evoked through the command "act" while [[DragonMud] uses ":", [[Genesis]] and [[BatMUD]] both simply have the command "emote". For example, typing “: jumps around.” when playing as the PC named Bilbo would give nearby players the message “Bilbo jumps around.”  
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[[Emotes]] are used in [[:Category:Massively Multiplayer Online Games|MUDs]] and [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Roleplaying Games]]. In [[MUD2]] they are evoked through the command "act" while [[DragonMud] uses ":", [[Kingdoms]] and [[BatMUD]] both simply have the command "emote". For example, typing “: jumps around.” when playing as the PC named Bilbo would give nearby players the message “Bilbo jumps around.” Having graphical representations, [[Emotes]] in [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Roleplaying Games]] are sometimes augmented with specific non-gameplay actions that avatars can enact; For example, [[World of Warcraft]] lets players write freeform [[Emotes]] by typing “/e” in the chat window but also allows players' avatars to perform dances if “/dance” is entered into the console window.
  
MMORPGs typically support emotes in the same way as MUDs do, but add pre-scripted EMOTES with AVATAR animations and sound. For example, World of Warcraft lets players write freeform EMOTES by typing “/e” in the chat window but also allows their AVATARS to perform a dance if “/dance” is typed in the same window.
 
 
== Using the pattern ==
 
== Using the pattern ==
[[Emotes]] is an option for [[Command Line Systems]] and [[Illocutionary Interfaces]]
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[[Emotes]] is an option for [[Command Line Systems]] and [[Illocutionary Interfaces]] to help players provide purely emotional expressions for their [[Characters]], i.e. [[Emotes]] provide actions for players that do not affect the game state. Two basic forms of [[Emotes]] exist: ''freeform'' and ''specific''. The first lets players type any kind of action to be presented to others while the other provides a list of actions
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They can also be used to modify how [[Avatars]] but this requires creating specific animations and sounds for each action
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=== Diegetic Aspects ===
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Freeform [[Emotes]] risks breaking [[Diegetic Consistency|Diegetic]] and [[Thematic Consistency]] as players can insert anything they wish into the game world.
  
=== Can Modulate ===
 
[[Avatars]],
 
[[Communication Channels]],
 
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
[[Emotes]] is an [[:Category:Interface Patterns|Interface Pattern]].
 
[[Emotes]] is an [[:Category:Interface Patterns|Interface Pattern]].
  
 
== Consequences ==
 
== Consequences ==
[[Emotes]] provide players with the possibility of [[Creative Control]] regarding their enactment. When used with [[Avatars]], it can help create [[Emotional Attachment]] to these.  
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[[Emotes]] are a way of modifying [[Communication Channels]]. They provide players with the possibility of [[Creative Control]] - especially the freeform version - regarding their [[Enactment]] of [[Characters]], and by extension let them show that they are [[Roleplaying]]. When used with [[Avatars]], it can help create [[Emotional Attachment]] to these.  
  
 
== Relations ==
 
== Relations ==
 
[[Enactment]]
 
[[Enactment]]
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[[Characters]]
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[[Roleplaying]]
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[[Diegetic Consistency]]
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[[Thematic Consistency]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Creative Control]],  
 
[[Creative Control]],  
[[Enactment]]
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[[Enactment]],
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[[Roleplaying]]
  
 
==== with [[Avatars]] ====
 
==== with [[Avatars]] ====
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=== Can Modulate ===
 
=== Can Modulate ===
 
[[Avatars]],  
 
[[Avatars]],  
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[[Characters]],
 
[[Command Line Systems]],  
 
[[Command Line Systems]],  
 
[[Communication Channels]],  
 
[[Communication Channels]],  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Diegetic Consistency]],
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[[Thematic Consistency]]
  
 
== History ==
 
== History ==

Revision as of 09:45, 25 July 2014

Commands that allow players to display purely emotional actions for their characters.

This pattern is a still a stub.

Wikipedia has an entry for Emotes[1].

Examples

Emotes are used in MUDs and Massively Multiplayer Online Roleplaying Games. In MUD2 they are evoked through the command "act" while [[DragonMud] uses ":", Kingdoms and BatMUD both simply have the command "emote". For example, typing “: jumps around.” when playing as the PC named Bilbo would give nearby players the message “Bilbo jumps around.” Having graphical representations, Emotes in Massively Multiplayer Online Roleplaying Games are sometimes augmented with specific non-gameplay actions that avatars can enact; For example, World of Warcraft lets players write freeform Emotes by typing “/e” in the chat window but also allows players' avatars to perform dances if “/dance” is entered into the console window.

Using the pattern

Emotes is an option for Command Line Systems and Illocutionary Interfaces to help players provide purely emotional expressions for their Characters, i.e. Emotes provide actions for players that do not affect the game state. Two basic forms of Emotes exist: freeform and specific. The first lets players type any kind of action to be presented to others while the other provides a list of actions


They can also be used to modify how Avatars but this requires creating specific animations and sounds for each action

Diegetic Aspects

Freeform Emotes risks breaking Diegetic and Thematic Consistency as players can insert anything they wish into the game world.

Interface Aspects

Emotes is an Interface Pattern.

Consequences

Emotes are a way of modifying Communication Channels. They provide players with the possibility of Creative Control - especially the freeform version - regarding their Enactment of Characters, and by extension let them show that they are Roleplaying. When used with Avatars, it can help create Emotional Attachment to these.

Relations

Enactment Characters Roleplaying Diegetic Consistency Thematic Consistency

Can Instantiate

Creative Control, Enactment, Roleplaying

with Avatars

Emotional Attachment

Can Modulate

Avatars, Characters, Command Line Systems, Communication Channels, Illocutionary Interfaces

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency, Thematic Consistency

History

New pattern created in this wiki.

References

  1. Wikipedia entry for "Emote".

Acknowledgements

-