Difference between revisions of "Gossip"

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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
''The exchange of gossip between diegetic characters.''
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''The exchange of information by word-of-mouth between diegetic characters.''
  
 
Like in the real world, the people presenting in game worlds can engage in the very human activity of sharing [[Gossip]].
 
Like in the real world, the people presenting in game worlds can engage in the very human activity of sharing [[Gossip]].
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Most, but not all, of the ''Gossip Stones'' found in [[The Legend of Zelda series]] provide players with information about the game state or hints on how to complete quests. Many of the characters encountered in the game, e.g. the friends, relatives, and neighbors on ''Outset Island'' of [[The Legend of Zelda: The Wind Waker]], can also provide some more or less useful information.
 
Most, but not all, of the ''Gossip Stones'' found in [[The Legend of Zelda series]] provide players with information about the game state or hints on how to complete quests. Many of the characters encountered in the game, e.g. the friends, relatives, and neighbors on ''Outset Island'' of [[The Legend of Zelda: The Wind Waker]], can also provide some more or less useful information.
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 +
Many [[Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], e.g. [[1942 – Noen å stole på]] and [[Dragonbane], provide good settings for [[Gossip]] to be spread, both by having uncertain information and by providing ample time to discuss this information.
  
 
== Using the pattern ==
 
== Using the pattern ==
A requirement for [[Gossip]] is that [[Imperfect Information]] exists in the [[Game Worlds|Game World]], even if it only does so on a diegetic level. This may be that players, or their [[Player Characters|Characters]], do not have information about the state of facts or that [[Non-Player Characters]] lack this.
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A requirement for [[Gossip]] is that [[Imperfect Information]] exists in the [[Game Worlds|Game World]], even if it only does so on a diegetic level. This may be that players, or their [[Player Characters|Characters]], do not have information about the state of facts or that [[Non-Player Characters]] lack this. Not that [[Gossip]] can be true, false, or contain partial truths - the important thing is that players (or at least their [[Player Characters|Characters]]) do not always have an immediate and fully reliable way of judging the trustworthiness of the statement.
  
One aspect of designing [[Gossip]] is deciding if it should occur between [[Non-Player Characters]], between [[Player Characters]], or between one of each.  
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One aspect of designing [[Gossip]] is deciding if it should occur between [[Non-Player Characters]], between [[Player Characters]], or between one of each. The first can provide opportunities of [[Eavesdropping]] (as can the other two when there is at least three or two players respectively). The second lets players engage in both [[Roleplaying]] and [[Storytelling]], and to have some [[Creative Control]] in how these are performed.
  
[[Storytelling]]
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[[Delayed Reciprocity]]
  
[[Creative Control]]
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For games building on [[Roleplaying]], encouraging [[Gossip]] can be as easy as providing [[Downtime]] in addition to the presence of [[Imperfect Information]].
  
 
[[Quests]]
 
[[Quests]]
  
 
[[Diegetically Outstanding Features]]
 
[[Diegetically Outstanding Features]]
 
[[Non-Player Characters]]
 
 
[[Roleplaying]]
 
 
[[Non-Player Characters]]
 
 
[[Eavesdropping]]
 
  
 
[[Canned Text Responses]]
 
[[Canned Text Responses]]
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==== with [[Non-Player Characters]] ====
 
==== with [[Non-Player Characters]] ====
 
[[Eavesdropping]]
 
[[Eavesdropping]]
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 +
==== with [[Player Characters]] ====
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[[Creative Control]],
 +
[[Roleplaying]],
 +
[[Storytelling]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Non-Player Characters]],  
 
[[Non-Player Characters]],  
[[Player Characters]]
+
[[Player Characters]],
 +
[[Imperfect Information]]
 +
 
 +
[[Downtime]] together with [[Roleplaying]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 22:42, 9 March 2011

The exchange of information by word-of-mouth between diegetic characters.

Like in the real world, the people presenting in game worlds can engage in the very human activity of sharing Gossip.

Examples

Standing within hearing distance of non-player characters in Oblivion in the The Elder Scrolls series can let players overhear them talking to each other, and these discussions can reveal interesting areas to explore. Being close, but not too close, to Grace and Trip in the interactive drama Façade can likewise provide information, but in this case concerning their relational problems.

Most, but not all, of the Gossip Stones found in The Legend of Zelda series provide players with information about the game state or hints on how to complete quests. Many of the characters encountered in the game, e.g. the friends, relatives, and neighbors on Outset Island of The Legend of Zelda: The Wind Waker, can also provide some more or less useful information.

Many, e.g. 1942 – Noen å stole på and [[Dragonbane], provide good settings for Gossip to be spread, both by having uncertain information and by providing ample time to discuss this information.

Using the pattern

A requirement for Gossip is that Imperfect Information exists in the Game World, even if it only does so on a diegetic level. This may be that players, or their Characters, do not have information about the state of facts or that Non-Player Characters lack this. Not that Gossip can be true, false, or contain partial truths - the important thing is that players (or at least their Characters) do not always have an immediate and fully reliable way of judging the trustworthiness of the statement.

One aspect of designing Gossip is deciding if it should occur between Non-Player Characters, between Player Characters, or between one of each. The first can provide opportunities of Eavesdropping (as can the other two when there is at least three or two players respectively). The second lets players engage in both Roleplaying and Storytelling, and to have some Creative Control in how these are performed.

Delayed Reciprocity

For games building on Roleplaying, encouraging Gossip can be as easy as providing Downtime in addition to the presence of Imperfect Information.

Quests

Diegetically Outstanding Features

Canned Text Responses

Context-Dependent Dialogue

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Gossip is one form of Information Passing between characters.

Relations

Can Instantiate

Information Passing

with Non-Player Characters

Eavesdropping

with Player Characters

Creative Control, Roleplaying, Storytelling

Can Modulate

-

Can Be Instantiated By

Non-Player Characters, Player Characters, Imperfect Information

Downtime together with Roleplaying

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-