Difference between revisions of "Awareness of Surroundings"

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(Consequences)
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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That [[Agents]] have an [[Awareness of Surrondings]] provides one of the requirements for them to display both a [[Sense of Self]] and an [[Own Agenda]]. This can also help for a game to have [[Thematic Consistency]].
[[Own Agenda]],
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[[Sense of Self]],
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[[Thematic Consistency]]
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== Relations ==
 
== Relations ==

Revision as of 19:47, 12 August 2014

The ability of algorithmic agents to detect and react to all deigetically relevant phenomena.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Can Modulate

Algorithmic Agents, Non-Player Characters

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

That Agents have an Awareness of Surrondings provides one of the requirements for them to display both a Sense of Self and an Own Agenda. This can also help for a game to have Thematic Consistency.

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

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.

Acknowledgments

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