Difference between revisions of "Awareness of Surroundings"
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=== Examples === | === Examples === | ||
− | [[:Category:First-Person Shooters|FPS]] such as the [[Doom series]] or the [[Counter-Strike series]] | + | The enemies controlled by computers in [[:Category:First-Person Shooters|FPS]] such as the [[Doom series]] or the [[Counter-Strike series]] are programmed to be both aware of players and |
== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | [[Enemies]] | ||
+ | [[Algorithmic Agents]], | ||
+ | [[Pick-Ups]] | ||
+ | [[Power-Ups]] | ||
[[Algorithmic Agents]], | [[Algorithmic Agents]], |
Revision as of 19:56, 12 August 2014
The ability of algorithmic agents to detect and react to all deigetically relevant phenomena.
This pattern is a still a stub.
Contents
Examples
The enemies controlled by computers in FPS such as the Doom series or the Counter-Strike series are programmed to be both aware of players and
Using the pattern
Enemies Algorithmic Agents, Pick-Ups Power-Ups
Algorithmic Agents, Non-Player Characters
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
That Agents have an Awareness of Surroundings provides one of the requirements for them to display both a Sense of Self and an Own Agenda. This can also help for a game to have Thematic Consistency.
Relations
Can Instantiate
Own Agenda, Sense of Self, Thematic Consistency
Can Modulate
Algorithmic Agents, Enemies, Non-Player Characters
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.
Acknowledgments
-