Difference between revisions of "Non-Player Characters"
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[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
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[[Factions]] | [[Factions]] | ||
+ | Visual Body Damage | ||
+ | Dissectible Bodies | ||
+ | Awareness of Surroundings | ||
+ | Open Destiny | ||
+ | Own Agenda | ||
+ | Unpredictable Behavior | ||
+ | [edit] Social NPC design with Petri | ||
+ | Actions Have Diegetically Social Consequences (<- Actions Have Social Consequences) | ||
+ | Binding Promises | ||
+ | Brokering | ||
+ | Competing for Attention | ||
+ | Context Dependent Reaction | ||
+ | Eavesdropping | ||
+ | Either You are with Me or against Me | ||
+ | False Accusations | ||
+ | Favor | ||
+ | Gain Allies | ||
+ | Gossip | ||
+ | Guide and Protect | ||
+ | Hierarchical Factions <- Hierarchical Fraction | ||
+ | Linked Destinies | ||
+ | Maintaining Lies | ||
+ | Match-Making | ||
+ | Memory of Important Events | ||
+ | My Enemy’s Enemy is my Friend | ||
+ | Others fortune affects own Mood | ||
+ | Outcast | ||
+ | Outspoken Support | ||
+ | Requesting Support | ||
+ | Social Gatekeeper | ||
+ | Diegetic Social Maintenance <- Social Maintenance | ||
+ | Diegetic Social Norms <- Social Norm | ||
+ | Traitors <- Traitor | ||
+ | Initiative | ||
+ | [edit] Dialogue design with Jenny | ||
+ | Incremental Dialogue Processing | ||
+ | Chunk-based Dialogue Processing | ||
+ | Single-Initiative Dialogues | ||
+ | Mixed Initiative Dialogues | ||
+ | Basic Input Feedback | ||
+ | Barge-In | ||
+ | Canned Text Responses | ||
+ | Diegetically Consistent Dialogues (<- Diegetically Consistent Dialogue) | ||
+ | Context Dependent Dialogue | ||
+ | Contextualized Conversational Responses | ||
+ | Gameplay Integrated Conversation | ||
+ | Illocutionary Interface | ||
+ | Location-Specific Dialogues ( <- Location-Specific Dialogues) | ||
+ | Character-Specific Dialogue | ||
+ | Colloquial Mastery | ||
+ | Delicate Phrasing | ||
+ | Ambiguous Responses | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | |||
+ | === Possible Closure Effects === | ||
== History == | == History == |
Revision as of 08:19, 6 December 2010
Diegetic persons in game worlds that are not controlled by players.
Note: the use of characters in this pattern and the pattern named Characters differs. Here, the usage of character complies to the common usage in the gaming community of referring to the graphical representation of a person in the game world (a sort of non-player version of the Avatar patterns). Although the common usage may also often imply the presence of the Agents and Characters patterns, this is not necessary and not presumed when used here.
Contents
Examples
Using the pattern
Actions Have Diegetically Social Consequences
Agents Algorithmic Agents Non-Player Characters Characters Enemies Torchlight Character Defining Actions Enforced Agent Behavior Factions
Visual Body Damage Dissectible Bodies Awareness of Surroundings Open Destiny Own Agenda Unpredictable Behavior [edit] Social NPC design with Petri Actions Have Diegetically Social Consequences (<- Actions Have Social Consequences) Binding Promises Brokering Competing for Attention Context Dependent Reaction Eavesdropping Either You are with Me or against Me False Accusations Favor Gain Allies Gossip Guide and Protect Hierarchical Factions <- Hierarchical Fraction Linked Destinies Maintaining Lies Match-Making Memory of Important Events My Enemy’s Enemy is my Friend Others fortune affects own Mood Outcast Outspoken Support Requesting Support Social Gatekeeper Diegetic Social Maintenance <- Social Maintenance Diegetic Social Norms <- Social Norm Traitors <- Traitor Initiative [edit] Dialogue design with Jenny Incremental Dialogue Processing Chunk-based Dialogue Processing Single-Initiative Dialogues Mixed Initiative Dialogues Basic Input Feedback Barge-In Canned Text Responses Diegetically Consistent Dialogues (<- Diegetically Consistent Dialogue) Context Dependent Dialogue Contextualized Conversational Responses Gameplay Integrated Conversation Illocutionary Interface Location-Specific Dialogues ( <- Location-Specific Dialogues) Character-Specific Dialogue Colloquial Mastery Delicate Phrasing Ambiguous Responses
Note that NPCs do not actually need to be able to perform actions that change the game state, and more specifically players do not have to able to interact with them at all. The core of NPCs are their role in a Narration Structure, and as such they can exist only as Diegetically Outstanding Features or only be seen through Cut Scenes.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Game Elements
Can Be Modulated By
Potentially Conflicting With
Possible Closure Effects
History
New pattern created in this wiki.