Difference between revisions of "Contextualized Conversational Responses"
From gdp3
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[[Category:Agent Patterns]] | [[Category:Agent Patterns]] | ||
[[Category:Dialogue Patterns]] | [[Category:Dialogue Patterns]] | ||
+ | [[Category:Needs references]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] |
Revision as of 13:37, 2 May 2010
The ability of agent to gives responses in a conversation depending on all relevant game states.
Contents
[hide]Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- Jump up ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.