Difference between revisions of "Context Dependent Reactions"

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This pattern is a still a stub.
 
This pattern is a still a stub.
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[[Context Dependent Reactions]]
  
 
=== Examples ===
 
=== Examples ===
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== Relations ==
 
== Relations ==
[[Companions]]
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[[Enactment]],
[[Context Dependent Dialogues]]
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[[Game Masters]]
[[Diegetic Consistency]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Diegetic Consistency]],
 
[[Own Agenda]]
 
[[Own Agenda]]
  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Context Dependent Dialogues]],
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[[Enactment]],
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[[Game Masters]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 07:32, 3 September 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Context Dependent Reactions

Examples

Weak example, Assassin's Creed series

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Enactment, Game Masters

Can Instantiate

Diegetic Consistency, Own Agenda

Can Modulate

Awareness of Surroundings, Non-Player Characters

Can Be Instantiated By

Context Dependent Dialogues, Enactment, Game Masters

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

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.

Acknowledgements

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