Difference between revisions of "Diegetic Communication"

From gdp3
Jump to: navigation, search
(No difference)

Revision as of 07:06, 18 July 2014

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

This pattern is a still a stub.

Examples

Tabletop Roleplaying Games such as Dungeons & Dragons and the Storytelling System encourages players to roleplay by speaking as their characters but this is difficult to do consistency since players and game masters need to discuss rules sometimes. Massive Multiplayer versions such as Eve Online and World of Warcraft automate rules and most game masters tasks but players may still need to talk to each other about rules and thereby cannot always use Diegetic Communication.

Using the pattern

The design goal of Diegetic Communication is often not to make it the only form of communication in a game but

Social Interaction

Diegetic Aspects

Diegetic Communication is a Diegetic Pattern.

Interface Aspects

Narrative Aspects

Consequences

Relations

Dialogues Roleplaying

Can Instantiate

-

Can Modulate

-

Can Be Instantiated By

Communication Channels

Can Be Modulated By

Communication Channels

Possible Closure Effects

-

Potentially Conflicting With

Non-Diegetic Communication

History

New pattern created in this wiki.

References

Cite error: <ref> tag defined in <references> has group attribute "" which does not appear in prior text.

Acknowledgements

-