Difference between revisions of "Diegetic Communication"

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[[Social Interaction]]
 
[[Social Interaction]]
  
=== Diegetic Aspects ===
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[[Dialogues]]
[[Diegetic Communication]] is a [[:Category:Diegetic Patterns|Diegetic Pattern]].
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[[Roleplaying]]
  
=== Interface Aspects ===
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[[Communication Channels]] can both provide a medium for players to engage in [[Diegetic Communication]], and by providing several players can more easily police themselves to keep specific ones reserved for [[Diegetic Communication]].
  
=== Narrative Aspects ===
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[[Live Action Roleplaying]] typically requires talking between players, and having this as [[Diegetic Communication]] is seen as one of the main features of the gaming style. For this type of gaming [[Meta-Techniques]] such as [[Meta-Postures]] and [[Substitute Actions]] exist which provide extra [[Communication Channels]] to players and can thereby keep normal conversation as [[Diegetic Communication]].
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 +
 
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=== Diegetic Aspects ===
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[[Diegetic Communication]] is a [[:Category:Diegetic Patterns|Diegetic Pattern]].
  
 
== Consequences ==
 
== Consequences ==
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[[Non-Diegetic Communication]],
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[[Social Interaction]]
  
 
== Relations ==
 
== Relations ==
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[[Live Action Roleplaying]]
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[[Dialogues]]
 
[[Dialogues]]
 
[[Roleplaying]]
 
[[Roleplaying]]
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Communication Channels]]
 
[[Communication Channels]]
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[[Meta-Postures]], [[Meta-Techniques]], and [[Substitute Actions]] in games with [[Live Action Roleplaying]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Non-Diegetic Communication]]
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[[Non-Diegetic Communication]],
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[[Social Interaction]]
  
 
== History ==
 
== History ==

Revision as of 07:17, 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

Dialogues Roleplaying

Communication Channels can both provide a medium for players to engage in Diegetic Communication, and by providing several players can more easily police themselves to keep specific ones reserved for Diegetic Communication.

Live Action Roleplaying typically requires talking between players, and having this as Diegetic Communication is seen as one of the main features of the gaming style. For this type of gaming Meta-Techniques such as Meta-Postures and Substitute Actions exist which provide extra Communication Channels to players and can thereby keep normal conversation as Diegetic Communication.


Diegetic Aspects

Diegetic Communication is a Diegetic Pattern.

Consequences

Non-Diegetic Communication, Social Interaction

Relations

Live Action Roleplaying

Dialogues Roleplaying

Can Instantiate

-

Can Modulate

-

Can Be Instantiated By

Communication Channels

Can Be Modulated By

Communication Channels

Meta-Postures, Meta-Techniques, and Substitute Actions in games with Live Action Roleplaying

Possible Closure Effects

-

Potentially Conflicting With

Non-Diegetic Communication, Social Interaction

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

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