Non-Diegetic Features

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

take parts from Diegetically Outstanding Features and place here

Can Be Instantiated By

Clues, Fake Game Overs, Non-Diegetic Communication, Quick Time Events,

Diegetic Aspects

Non-Diegetic Features is a Diegetic Pattern but relates heavily to interfaces.

Interface Aspects

Non-Diegetic Features is not only a Interface Pattern because the diegesis in a game is part of its interface, but also because it is often caused by interface elements. Examples include Geospatial Game Widgets, HUD Interfaces (including some Crosshairs), Inventories, Juicy Interfaces, Modal Windows, Pie Menus, Popup Screens, Progress Indicators, Secondary Interface Screens, and Tooltips. Voice-Overs stands out as a Non-Diegetic Feature that is audial rather than visual. Modifiable Game Interfaces give players to add Non-Diegetic Features to their game as they add elements to their interfaces.

Consequences

Non-Diegetic Features challenges both the Diegetic and Thematic Consistency of games. Since Non-Diegetic Features can be noted by players, in Multiplayer Games players may discuss these and this can lead to Non-Diegetic Communication.

Can Modulate

Drop-In/Drop-Out

Relations

Can Instantiate

Non-Diegetic Communication together with Multiplayer Games

Can Modulate

Drop-In/Drop-Out

Can Be Instantiated By

Clues, Crosshairs, Fake Game Overs, Geospatial Game Widgets, HUD Interfaces, Inventories, Juicy Interfaces, Modal Windows, Modifiable Game Interfaces, Non-Diegetic Communication, Pie Menus, Popup Screens, Progress Indicators, Quick Time Events, Secondary Interface Screens, Tooltips, Voice-Overs

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Diegetic Consistency, Thematic Consistency

Thematic Consistency if used together with Clues

History

New pattern created in this wiki.

References

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Acknowledgements

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