Difference between revisions of "Context Dependent Reactions"
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=== Examples === | === Examples === | ||
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| + | Weak example, [[Assassin's Creed series]] | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
Revision as of 20:34, 12 August 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Weak example, Assassin's Creed series
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Awareness of Surroundings, Non-Player Characters
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Context Dependent Reactions that was first identified in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.
Acknowledgements
-