Gossip

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The exchange of gossip between diegetic characters.

This pattern is a still a stub.

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.

Using the pattern

Quests

Diegetically Outstanding Features

Non-Player Characters

Non-Player Characters

Eavesdropping

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 ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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