Difference between revisions of "Meta-Techniques"

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== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="Stark">Stark, L. 2012. ''Leaving Mundania - Inside the Transformative World of Live Action Role-playing Games'', p. 220. Chicago Review Press.</ref>
META-TECHNIQUES (Stark 2012, p. 204; Linssen et al., 2013; Wrigstad 2008 suggests the term telegraphing).  
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<ref name="Wrigstad">Wrigstad, T. 2008. ''Nuts and Bolts of Jeepform''. Playground Worlds.</ref>
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<ref name="Linssen">Linssen, J, Theune, M., and de Groot, T. 2013. ''What Is at Play? Meta-techniques in Serious Games and Their Effects on Social Believability and Learning''. SBG2013 proceedings.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 09:55, 4 July 2014

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

This pattern is a still a stub.

Note: Meta-Techniques have been discuss in several texts about Live Action Roleplaying Games, see for example Stark[1], Linssen et al.[2], and Wrigstad[3]. An alternative name for the concept, suggested by Wrigstad, is 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 provide Communication Channels in games. They are sometimes ways to convey weak Extra-Game Information in that they convey information about how players want to play.

Relations

Can Instantiate

Communication Channels, Extra-Game Information

Can Modulate

Live Action Roleplaying, Scenes

Can Be Instantiated By

Contextualization, Meta-Postures, Prompting Techniques, Substitute Actions

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

  1. Cite error: Invalid <ref> tag; no text was provided for refs named stark
  2. Linssen, J, Theune, M., and de Groot, T. 2013. What Is at Play? Meta-techniques in Serious Games and Their Effects on Social Believability and Learning. SBG2013 proceedings.
  3. Cite error: Invalid <ref> tag; no text was provided for refs named wrigstad

Cite error: <ref> tag with name "Stark" defined in <references> is not used in prior text.
Cite error: <ref> tag with name "Wrigstad" defined in <references> is not used in prior text.

Acknowledgements

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