Difference between revisions of "Mediated Gameplay"

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== Consequences ==
 
== Consequences ==
 
[[Mediated Gameplay]] can make players have [[Limited Communication Abilities]] and when this is consciously enforced, it can lead to [[Enforced Player Anonymity]]. Even when players have good possibilities to communicate, the co-presence of [[Avatars]], [[Handles]], or [[Player Characters]] can give players the [[Possibility of Anonymity]].
 
 
 
 
  
 
The use of [[Mediated Gameplay]] allows games to control information about the gameplay, and presenting the state of the [[Game Worlds|Game World]] is typically the main responsibility for any game with a diegetic setting.
 
The use of [[Mediated Gameplay]] allows games to control information about the gameplay, and presenting the state of the [[Game Worlds|Game World]] is typically the main responsibility for any game with a diegetic setting.
  
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While the mediation can be used to provide both [[Imperfect Information|Imperfect]] and [[Perfect Information]] about the parts of the game state or the entirety of it, [[Mediated Gameplay]] also allows for more specific design solutions regarding information presentation, e.g. [[Split-Screen Views]], [[Third-Person Views]], [[Tooltips]], and [[Vision Modes]].
  
While the mediation can be used to provide both [[Imperfect Information|Imperfect]] and [[Perfect Information]],  
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[[Mediated Gameplay]] can make players have [[Limited Communication Abilities]] and when this is consciously enforced, it can lead to [[Enforced Player Anonymity]]. Even when players have good possibilities to communicate, the co-presence of [[Avatars]], [[Handles]], or [[Player Characters]] can give players the [[Possibility of Anonymity]].
 
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The mediation however also means that
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[[Split-Screen Views]],  
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[[Third-Person Views]],  
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[[Tooltips]],
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[[Vision Modes]]
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== Relations ==
 
== Relations ==

Revision as of 08:19, 27 August 2012

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

This pattern is a still a stub.

Examples

Using the pattern

Can Modulate

Asynchronous Games, Coordination, Cooperation, Multiplayer Games, Negotiation

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

Cameras, Communication Channels, Self-Reported Positioning

Potentially Conflicting With

Interruptibility, Social Adaptability, Unmediated Social Interaction

Imperfect Information, Perfect Information,

Interface Aspects

Mediated Gameplay assumes the presence of an interface that controls at least parts of how players can interact with the game system and each other. For this reason, it is a Interface Pattern. While many other Interface Patterns can be part of Mediated Gameplay they do not necessarily need to be so since the gameplay may primarily be done unmediated with only some presentations being mediated. Patterns which are difficult to support without Mediated Gameplay include Split-Screen Views, Third-Person Views, Tooltips, and Vision Modes. While Self-Reported Positioning also requires Mediated Gameplay it modulates the pattern rather than is created by it.

Narrative Aspects

Since Mediated Gameplay gives the design a possibility to control how players experience the gameplay and Game World, it is a powerful tool in enforcing Narration Structures and providing Surprises.

Consequences

The use of Mediated Gameplay allows games to control information about the gameplay, and presenting the state of the Game World is typically the main responsibility for any game with a diegetic setting.

While the mediation can be used to provide both Imperfect and Perfect Information about the parts of the game state or the entirety of it, Mediated Gameplay also allows for more specific design solutions regarding information presentation, e.g. Split-Screen Views, Third-Person Views, Tooltips, and Vision Modes.

Mediated Gameplay can make players have Limited Communication Abilities and when this is consciously enforced, it can lead to Enforced Player Anonymity. Even when players have good possibilities to communicate, the co-presence of Avatars, Handles, or Player Characters can give players the Possibility of Anonymity.

Relations

Can Instantiate

Enforced Player Anonymity, Game Worlds, Imperfect Information, Limited Communication Abilities, Narration Structures, Perfect Information, Split-Screen Views, Surprises, Third-Person Views, Tooltips, Vision Modes

with Avatars, Handles, or Player Characters

Possibility of Anonymity

Can Modulate

Asynchronous Games, Coordination, Cooperation, Multiplayer Games, Negotiation

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

Cameras, Communication Channels, Self-Reported Positioning

Possible Closure Effects

-

Potentially Conflicting With

Interruptibility, Social Adaptability, Unmediated Social Interaction

History

New pattern created in this wiki.

References

-

Acknowledgements