Difference between revisions of "Context Dependent Reactions"
From gdp3
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== Relations == | == Relations == | ||
+ | [[Companions]] | ||
+ | [[Context Dependent Dialogues]] | ||
+ | [[Diegetic Consistency]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Own Agenda]] | [[Own Agenda]] |
Revision as of 07:26, 3 September 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Weak example, Assassin's Creed series
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Companions Context Dependent Dialogues Diegetic Consistency
Can Instantiate
Can Modulate
Awareness of Surroundings, 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
An updated version of the pattern Context Dependent Reactions that was first identified in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.
Acknowledgements
-