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
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.
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. Since they typically support free form messages, they can support people in being more precise while Cooperation even if at a certain cost of communication speed. The freedom in expression can also support Enactment, Bragging, and Guilting as well as let players pass Extra-Game Information.
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.
Relations
Can Instantiate
Communication Channels, Cooperation, Bragging, Enactment, Guilting, Illocutionary Interfaces, Information Passing, Voting
Can Modulate
Game Lobbies, Guilds, Parties, Teams
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Enforced Player Anonymity, Diegetic Consistency
History
New pattern created in this wiki.
References
-