Communication Channels
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
While players can in theory use any part of a game which they can affect and other players can perceived as a way to communicate, Communication Channels signify parts of a game design that is dedicated to communication.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Since Communication Channels focuses on communication between players rather than gameplay action, it is a Interface Pattern. It is however still a gameplay pattern since Communication Channels can support actual gameplay actions in addition to the communication.
Narrative Aspects
Consequences
Relations
Real-Time Games Roleplaying Enactment Left 4 Dead series Cooperation Dedicated Game Facilitators Avatars Emotional Attachment Team Combos Multiplayer Games Social Dilemmas Information Passing Diegetic Consistency Massively Multiplayer Online Games Guilting Enforced Player Anonymity Possibility of Anonymity Helplessness Player Kicking Mediated Gameplay Friend Lists Togetherness Game Lobbies Community Functionality Voting Negotiation Trading Bragging
Extra-Game Actions Trans-Game Information Guilds
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].
or
New pattern created in this wiki.
References
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Acknowledgements
- ↑ Cite error: Invalid
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