Difference between revisions of "Chat Channels"

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=== Examples ===
 
=== Examples ===
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[[DragonMud]]
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[[BattMud]]
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[[Zork series]]
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[[Façade]]
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[[World of Warcraft]]
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[[Eve Online]]
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 07:13, 9 October 2012

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

This pattern is a still a stub.

Examples

DragonMud BattMud Zork series

Façade

World of Warcraft Eve Online

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 Consistency

Diegetic Aspects

Interface Aspects

Chat Channels is a Interface Pattern. While they often are available during play sessions, the same Chat Channels typically also exist in Game Lobbies if these exist.

Narrative Aspects

When Chat Channels allow players to formulate the messages freely, they can help players in Enactment which the game may not otherwise allow, including expressing complex emotions or providing non-diegetic narrative information.

Consequences

Chat Channels are text-based forms of Communication Channels. Since they typically support free form messages, they can support people in being more precise while Cooperation even if at a certain cost of communication speed. The freedom in expression can also support Enactment, Bragging, and Guilting as well as let players pass Extra-Game Information.

When game actions can be invoked through the Chat Channels, e.g. Voting, the channels are Illocutionary Interfaces and when the information is received by Characters the pattern also gives rise to Information Passing.

Relations

Can Instantiate

Communication Channels, Cooperation, Bragging, Enactment, Guilting, Illocutionary Interfaces, Information Passing, Voting

Can Modulate

Game Lobbies, 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

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Acknowledgements