Difference between revisions of "Automated Responses"
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− | + | [[Automated Responses]] are ways of modulating [[Avatars]], [[Characters]], or (at least) [[Chat Channels]]. By doing so they can created [[Enforced Agent Behavior]] or provide [[Player Augmentations]]. When they are combined with [[Player/Character Skill Composites]], the resulting effect can become [[Player/System Action Composites]]. | |
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− | [[Player/System Action Composites]] | + | |
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== Relations == | == Relations == |
Revision as of 21:13, 4 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Designing Automated Responses consist of deciding what responses show exist (and why) and when they should be given.
Voice-overs is one way of creating Automated Responses.
Quite naturally, Line of Sight can be used to make the Automated Responses only be made about things the player is actually looking at.
Interface Aspects
As Automated Responses provide information or feedback to players it is an Interface Pattern.
Narration Aspects
Since Automated Responses can provide narration (e.g when used with Voice-overs), the pattern can be an Narration Pattern.
Consequences
Automated Responses are ways of modulating Avatars, Characters, or (at least) Chat Channels. By doing so they can created Enforced Agent Behavior or provide Player Augmentations. When they are combined with Player/Character Skill Composites, the resulting effect can become Player/System Action Composites.
Relations
Avatars Characters Mules Point of Interest Indications
Can Instantiate
Enforced Agent Behavior, Player Augmentations
with Player/Character Skill Composites
Player/System Action Composites
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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