Non-Diegetic Communication

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

This pattern is a still a stub.

Examples

Anti-Examples

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Using the pattern

Live Action Roleplaying, Non-Diegetic Features, Roleplaying

Meta-Postures, Prompting Techniques, Substitute Actions

Non-Diegetic Communication may be done through Meta-Postures which may make it less obvious and thereby lessen its impact on Diegetic Consistency, but this may at the same time encourage more Non-Diegetic Communication.

While Non-Diegetic Communication and Diegetic Communication are mutually exclusive by definition, it may still be worth considering both when it comes to a specific type of information that players are supposed to be able to communicate about. This since non-diegetic information can sometimes be given a diegetic meaning, or masked as part of some diegetic actions (i.e. through using Substitute Actions).

Diegetic Aspects

Not too surprising, Non-Diegetic Communication is a Diegetic Pattern.

Consequences

Non-Diegetic Communication may both modify how Communication Channels work and may create them when these are dedicated to that types of communication. Quite naturally, Non-Diegetic Communication work against the Diegetic Consistency of a game.

Relations

Can Instantiate

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Can Modulate

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Can Be Instantiated By

Communication Channels, Live Action Roleplaying, Non-Diegetic Features, Roleplaying

Can Be Modulated By

Communication Channels, Meta-Postures

Possible Closure Effects

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Potentially Conflicting With

Diegetic Communication, Diegetic Consistency, Meta-Postures, Prompting Techniques, Substitute Actions

History

New pattern created in this wiki.

References

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Acknowledgements

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