Mediated Gameplay

From gdp3
Revision as of 12:14, 24 August 2012 by Staffan Björk (Talk | contribs) (Interface Aspects)

Jump to: navigation, search

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Mediated Gameplay assumes the presence of an interface that controls at least parts of how players can interact with the game system and each other. For this reason, it is a Interface Pattern. While many other Interface Patterns can be part of Mediated Gameplay they do not necessarily need to be so since the gameplay may primarily be done unmediated with only some presentations being mediated. Patterns which are difficult to support without Mediated Gameplay include Split-Screen Views, Third-Person Views, and Vision Modes.

Narrative Aspects

Consequences

Relations

Multiplayer Games Communication Channels Imperfect Information

Vision Modes Split-Screen Views Third-Person Views


Can Instantiate

Enforced Player Anonymity, Limited Communication Abilities, Surprises

with Avatars, Handles, or Player Characters

Possibility of Anonymity

Can Modulate

Coordination, Cooperation, Negotiation

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Interruptibility, Social Adaptability, Unmediated Social Interaction

History

New pattern created in this wiki.

References

-

Acknowledgements