Difference between revisions of "Contextualized Conversational Responses"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
+ | [[Algorithmic Agents]] | ||
+ | [[Dialogues]] | ||
+ | [[Context Dependent Dialogues]] | ||
+ | [[Location-Specific Dialogues]] | ||
+ | [[Character-Specific Dialogues]] | ||
+ | [[Thematically Consistent Dialogues]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Relations == | == Relations == | ||
+ | [[Dialogues]] | ||
+ | [[Context Dependent Dialogues]] | ||
+ | [[Location-Specific Dialogues]] | ||
+ | [[Character-Specific Dialogues]] | ||
+ | [[Thematically Consistent Dialogues]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 09:19, 28 June 2014
[[Category:To be Published]]
The ability of agent to gives responses in a conversation depending on all relevant game states.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Algorithmic Agents Dialogues Context Dependent Dialogues Location-Specific Dialogues Character-Specific Dialogues Thematically Consistent Dialogues
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Dialogues Context Dependent Dialogues Location-Specific Dialogues Character-Specific Dialogues Thematically Consistent Dialogues
Can Instantiate
Can Modulate
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
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.