Difference between revisions of "Context Dependent Reactions"
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== Consequences == | == Consequences == | ||
+ | A common reason for wanting [[Context Dependent Reactions]] | ||
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+ | [[Awareness of Surroundings]], | ||
+ | [[Non-Player Characters]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Diegetic Consistency]], | [[Diegetic Consistency]], |
Revision as of 07:48, 3 September 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Context Dependent Reactions
Contents
Examples
Weak example, Assassin's Creed series
Anti-Examples
optional
Using the pattern
Context Dependent Reactions can most easily be made possible by having humans control Agents in games; this means that Game Masters and players that can perform Enactment of actions is the simplest design solution for the pattern but this puts requirements of present facilitators and/or willing players. Algorithmic Agents is an alternative to this but instead creates needs for development of algorithms to handle all possible or reasonable situations they are supposed to handle (see the article Meet The Guy Who Spent Seven Months Killing Everyone In Fallout 3[1] for examples of issues which can occur in games where players have large degrees of freedom on how they can play).
Context Dependent Dialogues is a specific subsection of actions that provide Context Dependent Reactions in dialogues.
Consequences
A common reason for wanting Context Dependent Reactions
Awareness of Surroundings, Non-Player Characters
Can Instantiate
Diegetic Consistency, Own Agenda
Relations
Can Instantiate
Diegetic Consistency, Own Agenda
Can Modulate
Agents, Awareness of Surroundings, Non-Player Characters
Can Be Instantiated By
Algorithmic Agents, Context Dependent Dialogues, Enactment, Game Masters
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[2].
References
- ↑ Hernandez, P. 2014. The Guy Who Spent Seven Months Killing Everyone In Fallout 3. Published 2 August 2014.
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.
Acknowledgements
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