Difference between revisions of "Context Dependent Reactions"
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− | + | Gameplay takes places through players making actions and responding to other actions they perceive. When the same type of actions are tailored to be different depending on context, games can be said to have [[Context Dependent Reactions]]. This can help create the impression of a richer and more believable game world since it requires more effort to generalize them into their pure gameplay functionality. | |
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− | [[Context Dependent Reactions]] | + | |
=== Examples === | === Examples === | ||
− | + | A weak example of [[Context Dependent Reactions]] can be to make observations about things in the game world but otherwise not change one's actions. This can for example be found in the [[Assassin's Creed series]] where [[NPCs]] comment on the presence of dead bodies but without necessarily letting this affect what they are doing. | |
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== Using the pattern == | == 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''<ref name="kotaku"/> for examples of issues which can occur in games where players have large degrees of freedom on how they can play). | [[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''<ref name="kotaku"/> 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. [[Context Dependent Actions]] provide [[Context Dependent Reactions]] by tying a specific interface action (e.g. pressing a certain button) to different actions in [[Game Worlds]] depending on what the player is focusing the interaction on. | |
− | [[Context Dependent Dialogues]] is a specific subsection of actions that provide [[Context Dependent Reactions]] in dialogues. | + | |
== Consequences == | == Consequences == | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Algorithmic Agents]], | [[Algorithmic Agents]], | ||
+ | [[Context Dependent Actions]], | ||
[[Context Dependent Dialogues]], | [[Context Dependent Dialogues]], | ||
[[Enactment]], | [[Enactment]], |
Revision as of 12:31, 3 September 2014
The one-sentence "definition" that should be in italics.
Gameplay takes places through players making actions and responding to other actions they perceive. When the same type of actions are tailored to be different depending on context, games can be said to have Context Dependent Reactions. This can help create the impression of a richer and more believable game world since it requires more effort to generalize them into their pure gameplay functionality.
Contents
Examples
A weak example of Context Dependent Reactions can be to make observations about things in the game world but otherwise not change one's actions. This can for example be found in the Assassin's Creed series where NPCs comment on the presence of dead bodies but without necessarily letting this affect what they are doing.
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. Context Dependent Actions provide Context Dependent Reactions by tying a specific interface action (e.g. pressing a certain button) to different actions in Game Worlds depending on what the player is focusing the interaction on.
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 Actions, 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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