Chat Channels
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Implementing Chat Channels requires Dedicated Game Facilitators that receives messages, stores them, and sends them to appropriate receiver. Games rarely have only one Chat Channel, and deciding which to provide is one of the main design choices regarding the pattern. Examples include channels that only support communication with those close in a Game World (which maintains Diegetic Consistency) and those that allow secret communication with co-members of Parties, Guilds or Teams. In many cases, all these channels are accessed through the same command line interface (which then functions as a form of Illocutionary Interface).
Another design choice for Chat Channels is if they should be between players or between Characters. Both types may exist simultaneously, but if a channel goes to both players and Characters they may disrupt Diegetic Consistency.
scripting
censoring
Chat Channels typically identify who sent a message. This common way of doing this is through Handles since these are also in text.
Diegetic Aspects
Chat Channels can have issues with both Diegetic Consistency and Thematic Consistency. The first depends on how text messages are presented in the Game World, and while it may be quite clear that presentations based upon Geospatial Game Widgets or HUD Interfaces break Diegetic Consistency generated voice responses from text is also likely to be perceived as artificial given current technologies. The second is due to players having Creative Control in what they say and this can be used to introduce inconsistencies, i.e. the pattern can make Thematically Consistent Dialogues impossible to guarantee; Canned Text Responses can be used to hinder this at the cost of severely limiting Creative Control.
Interface Aspects
Chat Channels is a Interface Pattern. While they often are available during play sessions, the same Chat Channels typically also exist in Game Lobbies if these exist.
See section above also.
Narrative Aspects
When Chat Channels allow players to formulate the messages freely, they can help players in Enactment which the game may not otherwise allow, including expressing complex emotions or providing non-diegetic narrative information.
Consequences
Chat Channels are text-based forms of Communication Channels that at least make some of a game have Mediated Gameplay. Since they typically support free form messages, they give Creative Control to players and let them be more precise at a certain cost of communication speed. The freedom in expression can also support Enactment, Bragging, Cooperation, and Guilting as well as let players pass Extra-Game Information. This last consequence of the pattern makes it difficult to combine Enforced Player Anonymity in games with Chat Channels.
When game actions can be invoked through the Chat Channels, e.g. Voting, the channels are Illocutionary Interfaces and when the information is received by Characters the pattern also gives rise to Information Passing.
As mentioned above, Chat Channels can cause problems with both Diegetic Consistency and Thematic Consistency, especially regarding Thematically Consistent Dialogues for the latter case.
Relations
Can Instantiate
Communication Channels, Creative Control, Bragging, Enactment, Guilting, Illocutionary Interfaces, Information Passing, Mediated Gameplay, Voting
Can Modulate
Cooperation, Game Lobbies, Guilds, Parties, Teams
Can Be Instantiated By
Dedicated Game Facilitators, Geospatial Game Widgets, HUD Interfaces
Can Be Modulated By
Canned Text Responses, Handles
Possible Closure Effects
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Potentially Conflicting With
Enforced Player Anonymity, Diegetic Consistency, Thematic Consistency, Thematically Consistent Dialogues
History
New pattern created in this wiki.
References
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