Difference between revisions of "Non-Player Characters"
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[[Category:Character Patterns]] | [[Category:Character Patterns]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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''Diegetic persons in game worlds that are not controlled by players.'' | ''Diegetic persons in game worlds that are not controlled by players.'' | ||
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[[Factions]] | [[Factions]] | ||
− | Visual Body Damage | + | [[Visual Body Damage]] |
− | Dissectible Bodies | + | [[Dissectible Bodies]] |
− | Awareness of Surroundings | + | [[Awareness of Surroundings]] |
− | Open Destiny | + | [[Open Destiny]] |
− | Own Agenda | + | [[Own Agenda]] |
− | Unpredictable Behavior | + | [[Unpredictable Behavior |
− | [ | + | [[Binding Promises]] |
− | + | [[Brokering]] | |
− | Binding Promises | + | [[Competing for Attention]] |
− | Brokering | + | [[Context Dependent Reaction]] |
− | Competing for Attention | + | [[Eavesdropping]] |
− | Context Dependent Reaction | + | [[Either You are with Me or against Me]] |
− | Eavesdropping | + | [[False Accusations]] |
− | Either You are with Me or against Me | + | [[Favor]] |
− | False Accusations | + | [[Gain Allies]] |
− | Favor | + | [[Gossip]] |
− | Gain Allies | + | [[Guide and Protect]] |
− | Gossip | + | [[Hierarchical Factions]] |
− | Guide and Protect | + | [[Linked Destinies]] |
− | Hierarchical Factions | + | [[Maintaining Lies]] |
− | Linked Destinies | + | [[Match-Making]] |
− | Maintaining Lies | + | [[Memory of Important Events]] |
− | Match-Making | + | [[My Enemy’s Enemy is my Friend]] |
− | Memory of Important Events | + | [[Others fortune affects own Mood]] |
− | My Enemy’s Enemy is my Friend | + | [[Outcast]] |
− | Others fortune affects own Mood | + | [[Outspoken Support]] |
− | Outcast | + | [[Requesting Support]] |
− | Outspoken Support | + | [[Social Gatekeeper]] |
− | Requesting Support | + | [[Diegetic Social Maintenance]] |
− | Social Gatekeeper | + | [[Diegetic Social Norms]] |
− | Diegetic Social Maintenance | + | [[Traitors]] |
− | Diegetic Social Norms | + | [[Initiative]] |
− | Traitors | + | [[Incremental Dialogue Processing]] |
− | + | [[Chunk-based Dialogue Processing]] | |
− | [ | + | [[Single-Initiative Dialogues]] |
− | Incremental Dialogue Processing | + | [[Mixed Initiative Dialogues]] |
− | Chunk-based Dialogue Processing | + | [[Basic Input Feedback]] |
− | Single-Initiative Dialogues | + | [[Barge-In]] |
− | Mixed Initiative Dialogues | + | [[Canned Text Responses]] |
− | Basic Input Feedback | + | [[Diegetically Consistent Dialogues]] |
− | Barge-In | + | [[Context Dependent Dialogue |
− | Canned Text Responses | + | [[Contextualized Conversational Responses]] |
− | Diegetically Consistent Dialogues | + | [[Gameplay Integrated Conversations]] |
− | Context Dependent Dialogue | + | [[Illocutionary Interface]] |
− | Contextualized Conversational Responses | + | [[Location-Specific Dialogues]] |
− | Gameplay Integrated | + | [[Character-Specific Dialogues]] |
− | Illocutionary Interface | + | [[Colloquial Mastery]] |
− | Location-Specific Dialogues | + | [[Delicate Phrasing]] |
− | Character-Specific | + | [[Ambiguous Responses]] |
− | 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 Structures|Narration Structure]], and as such they can exist only as [[Diegetically Outstanding Features]] or only be seen through [[Cut Scenes]]. | 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 Structures|Narration Structure]], and as such they can exist only as [[Diegetically Outstanding Features]] or only be seen through [[Cut Scenes]]. |
Revision as of 11:51, 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 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 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 Diegetic Social Norms Traitors Initiative Incremental Dialogue Processing Chunk-based Dialogue Processing Single-Initiative Dialogues Mixed Initiative Dialogues Basic Input Feedback Barge-In Canned Text Responses Diegetically Consistent Dialogues [[Context Dependent Dialogue Contextualized Conversational Responses Gameplay Integrated Conversations Illocutionary Interface Location-Specific Dialogues Character-Specific Dialogues 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
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.