Diegetic Communication
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Tabletop Roleplaying Games such as Dungeons & Dragons and the Storytelling System encourages players to roleplay by speaking as their characters but this is difficult to do consistency since players and game masters need to discuss rules sometimes. Massive Multiplayer versions such as Eve Online and World of Warcraft automate rules and most game masters tasks but players may still need to talk to each other about rules and thereby cannot always use Diegetic Communication.
Using the pattern
The design goal of Diegetic Communication is often not to make it the only form of communication in a game but
Communication Channels can both provide a medium for players to engage in Diegetic Communication, and by providing several players can more easily police themselves to keep specific ones reserved for Diegetic Communication.
Live Action Roleplaying typically requires talking between players, and having this as Diegetic Communication is seen as one of the main features of the gaming style. For this type of gaming Meta-Techniques such as Meta-Postures and Substitute Actions exist which provide extra Communication Channels to players and can thereby keep normal conversation as Diegetic Communication.
Diegetic Aspects
Diegetic Communication is a Diegetic Pattern.
Consequences
Non-Diegetic Communication, Social Interaction
Relations
Can Instantiate
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Can Modulate
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Can Be Instantiated By
Can Be Modulated By
Meta-Postures, Meta-Techniques, and Substitute Actions in games with Live Action Roleplaying
Possible Closure Effects
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Potentially Conflicting With
Non-Diegetic Communication, Social Interaction
History
New pattern created in this wiki.
References
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Acknowledgements
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