Mediated Gameplay
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
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 Self-Reported Positioning, Split-Screen Views, Third-Person Views, Tooltips, and Vision Modes.
Narrative Aspects
Consequences
Relations
Can Instantiate
Enforced Player Anonymity, Imperfect Information, Limited Communication Abilities, Self-Reported Positioning, Split-Screen Views, Surprises, Third-Person Views, Tooltips, Vision Modes
with Avatars, Handles, or Player Characters
Can Modulate
Asynchronous Games, Coordination, Cooperation, Multiplayer Games, Negotiation
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
Interruptibility, Social Adaptability, Unmediated Social Interaction
History
New pattern created in this wiki.
References
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