Difference between revisions of "Emotes"
Line 10: | Line 10: | ||
''Commands that allow players to display purely emotional actions for their characters.'' | ''Commands that allow players to display purely emotional actions for their characters.'' | ||
− | + | Games lets player affect the game state through actions. However, in some games players want to be able to do other actions which while they do not affect the game state let them express emotions of their characters. [[Emotes]] provides this possibility to players by letting them type what they want their characters to do in a command line prompt, and this is then presented to all other players that are nearby. | |
Wikipedia has an entry for [[Emotes]]<ref name="wiki"/>. | Wikipedia has an entry for [[Emotes]]<ref name="wiki"/>. | ||
=== 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 ":", [[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. | [[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. | ||
== Using the pattern == | == 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. | + | [[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. This means that they are not necessary for games with [[Unmediated Social Interaction]]. |
+ | 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 specific actions that can be performed. The two can be combined but this makes most sense in [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Roleplaying Games]] where [[Avatars]] can then enact these actions, this however requires creating specific animations and sounds for each allowed action. | ||
− | + | Allowing the use of [[Mules]] in a game lets players automate the execution of [[Emotes]]. | |
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Freeform [[Emotes]] risks breaking [[Diegetic Consistency|Diegetic]] and [[Thematic Consistency]] as players can insert anything they wish into the game world. | Freeform [[Emotes]] risks breaking [[Diegetic Consistency|Diegetic]] and [[Thematic Consistency]] as players can insert anything they wish into the game world. | ||
+ | |||
+ | |||
=== Interface Aspects === | === Interface Aspects === | ||
Line 39: | Line 41: | ||
[[Diegetic Consistency]] | [[Diegetic Consistency]] | ||
[[Thematic Consistency]] | [[Thematic Consistency]] | ||
+ | [[Mules]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
Line 59: | Line 62: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Mules]] | |
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 10:21, 25 July 2014
Commands that allow players to display purely emotional actions for their characters.
Games lets player affect the game state through actions. However, in some games players want to be able to do other actions which while they do not affect the game state let them express emotions of their characters. Emotes provides this possibility to players by letting them type what they want their characters to do in a command line prompt, and this is then presented to all other players that are nearby.
Wikipedia has an entry for Emotes[1].
Contents
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. This means that they are not necessary for games with Unmediated Social Interaction.
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 specific actions that can be performed. The two can be combined but this makes most sense in Massively Multiplayer Online Roleplaying Games where Avatars can then enact these actions, this however requires creating specific animations and sounds for each allowed action.
Allowing the use of Mules in a game lets players automate the execution of Emotes.
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 Mules
Can Instantiate
Creative Control, Enactment, Roleplaying
with Avatars
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
Acknowledgements
-