Difference between revisions of "Non-Diegetic Communication"

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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]] and breaks not only [[Diegetic Consistency|Diegetic]] but also [[Thematic Consistency]].
  
It makes [[Social Roles]] easier to negotiate and uphold but may also occur due to these roles.
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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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[[Meta-Postures]],  
 
[[Meta-Postures]],  
 
[[Prompting Techniques]],  
 
[[Prompting Techniques]],  
[[Substitute Actions]]
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[[Substitute Actions]],
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[[Thematic Consistency]]  
  
 
== History ==
 
== History ==

Revision as of 08:00, 18 July 2014

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. This since it occurs frequently and can disturb some gameplay activities, e.g. Live Action Roleplaying and Roleplaying. 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 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 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, Roleplaying, Social Roles

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, Thematic Consistency

History

New pattern created in this wiki.

References

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Acknowledgements

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