Difference between revisions of "Meta-Techniques"

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[[Category:Narration Patterns]]
 
[[Category:Narration Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
 
 
[[Category:To be Published]]
 
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
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''Techniques in roleplaying games that allows players to communicate something to each other without having this communicated between their characters.''
''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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Roleplaying Games, and especially Live Action Roleplaying Games, typically strive for players to engage in enactment of their characters. Even if players do strive for this, an obstacle may be that they need to communicate about rules or how they wish their gameplay to progress. This can be difficult to do through diegetically through characters. [[Meta-Techniques]] are various ways in which the game design can help with this communication without forcing players to make their characters break the diegetic consistency.
  
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
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Note: ''[[Meta-Techniques]] have been discuss in several texts about [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]], see for example Stark<ref name="Stark"/>, Linssen ''et al.''<ref name="Linssen"/>, and Wrigstad<ref name="Wrigstad"/>. An alternative name for the concept, suggested by Wrigstad, is ''telegraphing.
 
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http://nordiclarp.org/wiki/Feather_Play
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http://nordiclarp.org/wiki/The_Liquor_on_the_Table
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=== Examples ===
 
=== Examples ===
 
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[[Meta-Techniques]] are found in [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]]. In the [[Mind's Eye Theatre]] rules vampires can show their use of supernatural abilities through arm postures, e.g. holding their arms crossed over their chest to signify that they are obfuscated. In Nordic LARPs, the use of the ''Black box''<ref name="black_box"/> technique allows the interjection of scenes temporally or spatially separated from the main game. ''Ars Armandi''<ref name="Stark"/> and "boffer" combat<ref name="boffer"/><ref name="bofferwiki"/> are examples how actions that are not feasible to perform during gameplay can be replaced by others that share characteristics with them (in this case regarding sex and violence respectively). ''Feather Play''<ref name="Feather_Play"/> is a technique that allows a discrete way of indicating to other players that one wishes to initiate a sexual encounter without interrupting gameplay. ''The Liquor on the Table''<ref name="The_Liquor_on_the_Table"/> is another that is used to show that players should bring conflict to a breaking point in a scene.
==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==
[[Substitute Actions]]
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[[Meta-Techniques]] are primarily of interest for games with [[Live Action Roleplaying]] or at least games based on [[Unmediated Social Interaction]]. 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.
[[Meta-Postures]]
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[[Contextualization]] (Wrigstad 2008)
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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 ===
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[[Meta-Techniques]]  is a [[:Category:Narration Patterns|Narration Pattern]].
  
 
== Consequences ==
 
== Consequences ==
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[[Meta-Techniques]] provide [[Communication Channels]] in games, and in [[Live Action Roleplaying]] modify how [[Diegetic Communication]] can occur. They are sometimes ways to convey weak [[Extra-Game Information]] in that they convey information about how players want to play.
  
 
== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Communication Channels]],
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[[Extra-Game Information]]
  
==== with ... ====
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=== Can Modulate ===
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[[Live Action Roleplaying]],
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[[Scenes]],
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[[Unmediated Social Interaction]]
  
=== Can Modulate ===
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==== with [[Live Action Roleplaying]] ====
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[[Diegetic Communication]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Contextualization]],  
 
[[Contextualization]],  
 
[[Meta-Postures]],  
 
[[Meta-Postures]],  
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[[Prompting Techniques]],
 
[[Substitute Actions]]
 
[[Substitute Actions]]
  
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== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 
 
''or''
 
 
 
New pattern created in this wiki.
 
New pattern created in this wiki.
  
 
== 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>
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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>
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<ref name="Feather_Play">[http://nordiclarp.org/wiki/Feather_Play entry] for the technique ''Feather Play'' on the Nordic LARP wiki.</ref>
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<ref name="The_Liquor_on_the_Table">[http://nordiclarp.org/wiki/The_Liquor_on_the_Table entry] for the technique ''The liquor on the Table'' on the Nordic LARP wiki.</ref>
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<ref name="black_box">[http://nordiclarp.org/wiki/Black_box entry] for ''Black box'' on the Nordic LARP wiki.</ref>
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<ref name="boffer">[http://nordiclarp.org/wiki/Boffer entry] for ''Boffer'' on the Nordic LARP wiki.</ref>
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<ref name="bofferwiki">Wikipedia [http://en.wikipedia.org/wiki/Foam_weapon entry] for foam, or ''boffer'', weapons.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Latest revision as of 12:10, 28 July 2014

Techniques in roleplaying games that allows players to communicate something to each other without having this communicated between their characters.

Roleplaying Games, and especially Live Action Roleplaying Games, typically strive for players to engage in enactment of their characters. Even if players do strive for this, an obstacle may be that they need to communicate about rules or how they wish their gameplay to progress. This can be difficult to do through diegetically through characters. Meta-Techniques are various ways in which the game design can help with this communication without forcing players to make their characters break the diegetic consistency.

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.

Examples

Meta-Techniques are found in Live Action Roleplaying Games. In the Mind's Eye Theatre rules vampires can show their use of supernatural abilities through arm postures, e.g. holding their arms crossed over their chest to signify that they are obfuscated. In Nordic LARPs, the use of the Black box[4] technique allows the interjection of scenes temporally or spatially separated from the main game. Ars Armandi[1] and "boffer" combat[5][6] are examples how actions that are not feasible to perform during gameplay can be replaced by others that share characteristics with them (in this case regarding sex and violence respectively). Feather Play[7] is a technique that allows a discrete way of indicating to other players that one wishes to initiate a sexual encounter without interrupting gameplay. The Liquor on the Table[8] is another that is used to show that players should bring conflict to a breaking point in a scene.

Using the pattern

Meta-Techniques are primarily of interest for games with Live Action Roleplaying or at least games based on Unmediated Social Interaction. 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, and in Live Action Roleplaying modify how Diegetic Communication can occur. 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, Unmediated Social Interaction

with Live Action Roleplaying

Diegetic Communication

Can Be Instantiated By

Contextualization, Meta-Postures, Prompting Techniques, Substitute Actions

Can Be Modulated By

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Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. 1.0 1.1 Stark, L. 2012. Leaving Mundania - Inside the Transformative World of Live Action Role-playing Games, p. 220. Chicago Review Press.
  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. Wrigstad, T. 2008. Nuts and Bolts of Jeepform. Playground Worlds.
  4. entry for Black box on the Nordic LARP wiki.
  5. entry for Boffer on the Nordic LARP wiki.
  6. Wikipedia entry for foam, or boffer, weapons.
  7. entry for the technique Feather Play on the Nordic LARP wiki.
  8. entry for the technique The liquor on the Table on the Nordic LARP wiki.

Acknowledgements

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