Difference between revisions of "Awareness of Surroundings"

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=== Examples ===
 
=== Examples ===
[[:Category:First-Person Shooters|FPS]] such as the [[Doom series]] or the [[Counter-Strike series]]
+
The enemies controlled by computers in [[:Category:First-Person Shooters|FPS]] such as the [[Doom series]] or the [[Counter-Strike series]] are programmed to be both aware of players and
  
 
== Using the pattern ==
 
== Using the pattern ==
  
 +
 +
[[Enemies]]
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[[Algorithmic Agents]],
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[[Pick-Ups]]
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[[Power-Ups]]
  
 
[[Algorithmic Agents]],  
 
[[Algorithmic Agents]],  

Revision as of 19:56, 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

The enemies controlled by computers in FPS such as the Doom series or the Counter-Strike series are programmed to be both aware of players and

Using the pattern

Enemies Algorithmic Agents, Pick-Ups Power-Ups

Algorithmic Agents, Non-Player Characters

Enemies,

Thematic Consistency

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

That Agents have an Awareness of Surroundings 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, Enemies, 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

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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