Difference between revisions of "Ambiguous Responses"
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== Consequences == | == Consequences == | ||
− | [[ | + | [[Ambiguous Responses]] basically adds [[Uncertainty of Information]] to [[Information Passing]]. In doing so it can create [[Tension]] as players can be unsure of the actual meaning of a response. |
− | [[ | + | |
− | [[ | + | |
== Relations == | == Relations == | ||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Tension]], | ||
+ | [[Uncertainty of Information]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | [[Algorithmic Agents]] | + | [[Algorithmic Agents]], |
+ | [[Information Passing]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Chat Channels]] | ||
=== 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 08:58, 28 June 2014
The ability of agents to gives responses that can be interpreted in two or more ways.
Conversations in games between agents in games consist of utterances and responses to these utterances. When the responses can be interpreted to mean two or more different things, the game has Ambiguous Responses.
Note: Gamers have discusses Ambiguous Responses is relation to dialogues in games such as the Mass Effect and Dragon Age series but this has been related to that the options players are provided with are ambiguous, i.e. they may seem to indicate that the player character will act in a certain way but when the option is chosen he or she performs in another way.
Contents
Examples
As a currently, no examples are listen here.
Using the pattern
Naturally, free-text communication between humans, e.g. through Chat Channels, makes the presence of Ambiguous Responses possible but does not guarantee that it occurs.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Ambiguous Responses basically adds Uncertainty of Information to Information Passing. In doing so it can create Tension as players can be unsure of the actual meaning of a response.
Relations
Can Instantiate
Tension, Uncertainty of Information
Can Modulate
Algorithmic Agents, Information Passing
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.