Difference between revisions of "Context Dependent Reactions"

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(Examples)
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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.

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

Own Agenda

Can Modulate

Awareness of Surroundings, Non-Player Characters

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

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

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.

Acknowledgements

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