Difference between revisions of "Awareness of Surroundings"
From gdp3
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== Relations == | == Relations == | ||
− | [[Own Agenda]] | + | === Can Instantiate === |
− | [[Sense of Self]] | + | [[Own Agenda]], |
− | + | [[Sense of Self]], | |
− | + | ||
[[Thematic Consistency]] | [[Thematic Consistency]] | ||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
− | [[Algorithmic Agents]] | + | [[Algorithmic Agents]], |
+ | [[Non-Player Characters]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | - | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 21:56, 1 August 2014
The ability of algorithmic agents to detect and react to all deigetically relevant phenomena.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Own Agenda, Sense of Self, Thematic Consistency
Can Modulate
Algorithmic Agents, Non-Player Characters
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.