Difference between revisions of "Chat Channels"

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[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Interface Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
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== Using the pattern ==
 
== Using the pattern ==
 +
Implementing [[Chat Channels]] requires [[Dedicated Game Facilitators]] that receives messages, stores them, and sends them to appropriate receiver.
 +
 +
[[Guilds]]
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[[Teams]]
 +
[[Parties]]
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 +
[[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 ===
 
=== Diegetic Aspects ===
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 +
[[Chat Channels]] is a [[:Category:Interface Patterns|Interface Pattern]].
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
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[[Information Passing]]
 
[[Information Passing]]
  
=== Can Modulate ===
 
[[Handles]]
 
  
 
== Relations ==
 
== Relations ==
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=== Can Modulate ===
 
=== Can Modulate ===
[[Handles]]
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-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Dedicated Game Facilitators]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Handles]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 06:52, 9 October 2012

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.

Guilds Teams Parties

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

-

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