Difference between revisions of "Meta-Techniques"

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This pattern is a still a stub.
 
This pattern is a still a stub.
 
Prompting techniques are used to subtly indicate wishes to initiate scenes or that ongoing ones should be ended. Feather Play is an example of the former where the act of presenting a feather to another player shows a wish to initiate a scene containing sexual activities. The Liquor on the Table  is an example of the latter where placing bottles of (fake) liquor indicates that players should intensify their role-playing and bring conflicts to a breaking point
 
 
  
 
META-TECHNIQUES (Stark 2012, p. 204; Linssen et al., 2013; Wrigstad 2008 suggests the term telegraphing).  
 
META-TECHNIQUES (Stark 2012, p. 204; Linssen et al., 2013; Wrigstad 2008 suggests the term telegraphing).  
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[[Meta-Techniques]] are primarily of interest for games with [[Live Action Roleplaying]]. Adding [[Meta-Techniques]] is primarily a choice of which more specific technique to use.
 
[[Meta-Techniques]] are primarily of interest for games with [[Live Action Roleplaying]]. Adding [[Meta-Techniques]] is primarily a choice of which more specific technique to use.
  
[[Meta-Postures]] allow information to be conveyed without causing breaks in gameplay, and [[Substitute Actions]] can avoid breaking [[Diegetic Consistency]].
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[[Meta-Postures]] allow information to be conveyed without causing breaks in [[Scenes]], and [[Substitute Actions]] can avoid breaking [[Diegetic Consistency]]. [[Prompting Techniques]] add extra meaning to actions to indicate to other players wishes that [[Scenes]] should end or new ones should begin. [[Contextualization]] are [[Meta-Techniques]] that insert [[Scenes]] to convey information; this can maintain [[Diegetic Consistency]] since players can change [[Characters]], the [[Scenes]] can take place before or after the ''current'' time frame, etc., to match the needs of the narration with how it should be enacted.
 
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[[Contextualization]],
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[[Prompting Techniques]],  
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 
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Some [[Meta-Techniques]] break [[Diegetic Consistency]], so this is one aspect that needs to be taken into consideration when choosing which specific technique to use when designing games to have this pattern.
=== Interface Aspects ===
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=== Narrative Aspects ===
 
=== Narrative Aspects ===

Revision as of 09:15, 4 July 2014

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

This pattern is a still a stub.

META-TECHNIQUES (Stark 2012, p. 204; Linssen et al., 2013; Wrigstad 2008 suggests the term telegraphing).

http://nordiclarp.org/wiki/Feather_Play

http://nordiclarp.org/wiki/The_Liquor_on_the_Table

Examples

Anti-Examples

optional

Using the pattern

Meta-Techniques are primarily of interest for games with Live Action Roleplaying. Adding Meta-Techniques is primarily a choice of which more specific technique to use.

Meta-Postures allow information to be conveyed without causing breaks in Scenes, and Substitute Actions can avoid breaking Diegetic Consistency. Prompting Techniques add extra meaning to actions to indicate to other players wishes that Scenes should end or new ones should begin. Contextualization are Meta-Techniques that insert Scenes to convey information; this can maintain Diegetic Consistency since players can change Characters, the Scenes can take place before or after the current time frame, etc., to match the needs of the narration with how it should be enacted.

Diegetic Aspects

Some Meta-Techniques break Diegetic Consistency, so this is one aspect that needs to be taken into consideration when choosing which specific technique to use when designing games to have this pattern.

Narrative Aspects

Meta-Techniques is a Narration Pattern.

Consequences

Meta-Techniques is sometimes a way to convey weak Extra-Game Information in that it conveys information about how players want to play.

Relations

Communication Channels

Can Instantiate

Extra-Game Information

with ...

Can Modulate

Live Action Roleplaying

Can Be Instantiated By

Contextualization, Meta-Postures, Prompting Techniques, Substitute Actions

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].

or

New pattern created in this wiki.

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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