Difference between revisions of "Non-Diegetic Communication"

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[[Category:Diegetic Patterns]]
 
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[[Category:Negative Patterns]]
 
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[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]]
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''Communication between players during gameplay which is not framed as communication between agents in the game world.''
''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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During most game instances, players communicate with each other in means others than just manipulating the game system, e.g. through talking. [[Non-Diegetic Communication]] is the type of communication that is not framed as being between agents in the game world, and may occur in any type of game. However, it mainly matters in games where there exists a diegesis. This since [[Non-Diegetic Communication]] may distract from the narration taking place in said diegesis or may distract those that are trying to communicate as agents in that world.
  
 
=== Examples ===
 
=== Examples ===
 
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Examples of games where [[Non-Diegetic Communication]] can be seen as problematic are primarily [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as the [[Storytelling System]] and [[Universalis]] as well as [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] such as [[Kejsartemplet]] and the [[Mind's Eye Theatre]] system.
==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==
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[[Non-Diegetic Communication]] is not so much sometime that games are designed to support as designed to handle, often because the pattern works against [[Diegetic Consistency]] and [[Narrative Engrossment]]. This since it naturally occurs frequently and can disturb some gameplay activities, e.g. [[Live Action Roleplaying]] and [[Roleplaying]] but [[Non-Diegetic Communication]] can be structurally encouraged in games with [[Reflective Communication]] (the combination of [[Roleplaying]] and [[Reflective Communication]] is especially likely to be problematic since in these cases players are responsible for upholding [[Diegetic Consistency]]). [[Prompting Techniques]] and [[Substitute Actions]] are ways of avoiding [[Non-Diegetic Communication]] by letting players have other ways of communication. [[Meta-Postures]] are somewhat similar in that [[Non-Diegetic Communication]] may be done through them which may make the communication less obvious and thereby lessen its impact on [[Diegetic Consistency]]. However, this may at the same time encourage more [[Non-Diegetic Communication]].
  
[[Live Action Roleplaying]],
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The presence of [[Non-Diegetic Features]] may give reasons for players to engage in [[Non-Diegetic Communication]], so one strategy for avoiding this types of communication is to avoid [[Non-Diegetic Features]].
[[Non-Diegetic Features]],  
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[[Roleplaying]]
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[[Meta-Postures]],
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While [[Non-Diegetic Communication]] and [[Diegetic Communication]] (and thereby [[In Character Conversations]]) 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]]).
[[Prompting Techniques]],
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[[Substitute Actions]]
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[[Non-Diegetic Communication]] may be done through [[Meta-Postures]] which may make it less obvious and thereby lessen its impact on [[Diegetic Consistency]], but this may at the same time encourage more [[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]]).
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
[[Non-Diegetic Communication]] may both modify how [[Communication Channels]] work and may create them when these are dedicated to that types of communication. Quite naturally, [[Non-Diegetic Communication]] work against the [[Diegetic Consistency]] of a game.
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[[Non-Diegetic Communication]] may both modify how [[Communication Channels]] work and may create them when these are dedicated to that types of communication. When [[Non-Diegetic Communication]] communication takes place inside the [[Game Worlds|Game World]], it introduces [[Non-Diegetic Features]] with challenges [[Narrative Engrossment]] and breaks not only [[Diegetic Consistency|Diegetic]] but also [[Thematic Consistency]].
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The use of [[Non-Diegetic Communication]] can make [[Social Roles]] easier to negotiate and uphold but may also occur due to these roles.
  
 
== Relations ==
 
== Relations ==
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[[Thematic Consistency]]
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Non-Diegetic Features]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Social Roles]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Live Action Roleplaying]],  
 
[[Live Action Roleplaying]],  
 
[[Non-Diegetic Features]],  
 
[[Non-Diegetic Features]],  
[[Roleplaying]]
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[[Reflective Communication]],
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[[Roleplaying]],
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[[Social Roles]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Diegetic Communication]],  
 
[[Diegetic Communication]],  
 
[[Diegetic Consistency]],  
 
[[Diegetic Consistency]],  
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[[In Character Conversations]],
 
[[Meta-Postures]],  
 
[[Meta-Postures]],  
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[[Narrative Engrossment]],
 
[[Prompting Techniques]],  
 
[[Prompting Techniques]],  
[[Substitute Actions]]
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[[Substitute Actions]],
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[[Thematic Consistency]]  
  
 
== History ==
 
== History ==

Latest revision as of 07:35, 17 July 2019

Communication between players during gameplay which is not framed as communication between agents in the game world.

During most game instances, players communicate with each other in means others than just manipulating the game system, e.g. through talking. Non-Diegetic Communication is the type of communication that is not framed as being between agents in the game world, and may occur in any type of game. However, it mainly matters in games where there exists a diegesis. This since Non-Diegetic Communication may distract from the narration taking place in said diegesis or may distract those that are trying to communicate as agents in that world.

Examples

Examples of games where Non-Diegetic Communication can be seen as problematic are primarily Tabletop Roleplaying Games such as the Storytelling System and Universalis as well as Live Action Roleplaying Games such as Kejsartemplet and the Mind's Eye Theatre system.

Using the pattern

Non-Diegetic Communication is not so much sometime that games are designed to support as designed to handle, often because the pattern works against Diegetic Consistency and Narrative Engrossment. This since it naturally occurs frequently and can disturb some gameplay activities, e.g. Live Action Roleplaying and Roleplaying but Non-Diegetic Communication can be structurally encouraged in games with Reflective Communication (the combination of Roleplaying and Reflective Communication is especially likely to be problematic since in these cases players are responsible for upholding Diegetic Consistency). Prompting Techniques and Substitute Actions are ways of avoiding Non-Diegetic Communication by letting players have other ways of communication. Meta-Postures are somewhat similar in that Non-Diegetic Communication may be done through them which may make the communication less obvious and thereby lessen its impact on Diegetic Consistency. However, this may at the same time encourage more Non-Diegetic Communication.

The presence of Non-Diegetic Features may give reasons for players to engage in Non-Diegetic Communication, so one strategy for avoiding this types of communication is to avoid Non-Diegetic Features.

While Non-Diegetic Communication and Diegetic Communication (and thereby In Character Conversations) 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).

Diegetic Aspects

Not too surprising, Non-Diegetic Communication is a Diegetic Pattern.

Consequences

Non-Diegetic Communication may both modify how Communication Channels work and may create them when these are dedicated to that types of communication. When Non-Diegetic Communication communication takes place inside the Game World, it introduces Non-Diegetic Features with challenges Narrative Engrossment and breaks not only Diegetic but also Thematic Consistency.

The use of Non-Diegetic Communication can make Social Roles easier to negotiate and uphold but may also occur due to these roles.

Relations

Thematic Consistency

Can Instantiate

Non-Diegetic Features

Can Modulate

Social Roles

Can Be Instantiated By

Communication Channels, Live Action Roleplaying, Non-Diegetic Features, Reflective Communication, Roleplaying, Social Roles

Can Be Modulated By

Communication Channels, Meta-Postures

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Communication, Diegetic Consistency, In Character Conversations, Meta-Postures, Narrative Engrossment, Prompting Techniques, Substitute Actions, Thematic Consistency

History

New pattern created in this wiki.

References

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Acknowledgements

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