Difference between revisions of "Ambiguous Responses"

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[[Category:Dialogue Patterns]]
 
[[Category:Dialogue Patterns]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Needs work]]
 
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
<pre>[[Category:To be Published]]</pre>
+
[[Category:To be Published]]
 
''The ability of agents to gives responses that can be interpreted in two or more ways.''
 
''The ability of agents to gives responses that can be interpreted in two or more ways.''
 +
 +
Conversations in games between players and
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
 +
 +
Note: ''Gamers have discusses [[Ambiguous Responses]] is relation to dialogues in games such as the [[Mass Effect series|Mass Effect]] and [[Dragon Age series]] but this has been related to that the options players are provided with are ambiguous, i.e. they may seem to indicate that the player character will act in a certain way but when the option is chosen he or she performs in another way.''
  
 
=== Examples ===
 
=== Examples ===
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As a currently [[Category:Speculative Patterns|Speculative Pattern]], no examples are listen here.
  
 
== Using the pattern ==
 
== Using the pattern ==
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Naturally, free-text communication between humans, e.g. through [[Chat Channels]], makes the presence of [[Ambiguous Responses]] possible but does not guarantee that it occurs.
  
 
[[Information Passing]]
 
[[Information Passing]]
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== Consequences ==
 
== Consequences ==
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[[Chat Channels]]
 +
[[Tension]]
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[[Uncertainty of Information]]
  
 
== Relations ==
 
== Relations ==

Revision as of 08:50, 28 June 2014

The ability of agents to gives responses that can be interpreted in two or more ways.

Conversations in games between players and

This pattern is a still a stub.

Note: Gamers have discusses Ambiguous Responses is relation to dialogues in games such as the Mass Effect and Dragon Age series but this has been related to that the options players are provided with are ambiguous, i.e. they may seem to indicate that the player character will act in a certain way but when the option is chosen he or she performs in another way.

Examples

As a currently, no examples are listen here.

Using the pattern

Naturally, free-text communication between humans, e.g. through Chat Channels, makes the presence of Ambiguous Responses possible but does not guarantee that it occurs.

Information Passing

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Chat Channels Tension Uncertainty of Information

Relations

Can Instantiate

Can Modulate

Algorithmic Agents

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].

References

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.

Acknowledgments