Difference between revisions of "Non-Diegetic Communication"

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While [[Non-Diegetic Communication]] and [[Diegetic Communication]] are mutually exclusive by definition, it may still be worth considering both when it comes to a specific type of information that players are supposed to be able to communicate about. This since non-diegetic information can sometimes be given a diegetic meaning, or masked as part of some diegetic actions (i.e. through using [[Substitute Actions]]).
 
While [[Non-Diegetic Communication]] and [[Diegetic Communication]] are mutually exclusive by definition, it may still be worth considering both when it comes to a specific type of information that players are supposed to be able to communicate about. This since non-diegetic information can sometimes be given a diegetic meaning, or masked as part of some diegetic actions (i.e. through using [[Substitute Actions]]).
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[[Communication Channels]],
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[[Live Action Roleplaying]],
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[[Non-Diegetic Features]],
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[[Roleplaying]]
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[[Diegetic Communication]],
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[[Diegetic Consistency]],
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[[Meta-Postures]],
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[[Prompting Techniques]],
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[[Substitute Actions]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 17:26, 7 July 2014

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

While Non-Diegetic Communication and Diegetic Communication are mutually exclusive by definition, it may still be worth considering both when it comes to a specific type of information that players are supposed to be able to communicate about. This since non-diegetic information can sometimes be given a diegetic meaning, or masked as part of some diegetic actions (i.e. through using Substitute Actions).

Communication Channels, Live Action Roleplaying, Non-Diegetic Features, Roleplaying

Diegetic Communication, Diegetic Consistency, Meta-Postures, Prompting Techniques, Substitute Actions

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

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Can Modulate

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Can Be Instantiated By

Communication Channels, Live Action Roleplaying, Non-Diegetic Features, Roleplaying

Can Be Modulated By

Communication Channels, Meta-Postures

Possible Closure Effects

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Potentially Conflicting With

Diegetic Communication, Diegetic Consistency, Meta-Postures, Prompting Techniques, Substitute Actions

History

New pattern created in this wiki.

References

Cite error: <ref> tag defined in <references> has group attribute "" which does not appear in prior text.

Acknowledgements

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