Chat Channels

From gdp3
Revision as of 06:59, 9 October 2012 by Staffan Björk (Talk | contribs) (Using the pattern)

Jump to: navigation, search

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

This pattern is a still a stub.

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.


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.

Narrative Aspects

Consequences

Can Instantiate

Communication Channels, Game Lobbies, Illocutionary Interfaces, Information Passing


Relations

Can Instantiate

Communication Channels, Game Lobbies, Illocutionary Interfaces, Information Passing

Can Modulate

Guilds, Parties, Teams

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

Handles

Possible Closure Effects

-

Potentially Conflicting With

Enforced Player Anonymity

History

New pattern created in this wiki.

References

-

Acknowledgements