Difference between revisions of "Awareness of Surroundings"
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=== Examples === | === Examples === | ||
− | 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 | + | 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 the items one can retrieve from the environment. While the inhabitants of the [[Elder Scrolls series]] and [[Fallout series]] and many other [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] have the same functionality, showing proper responses to movement, closeness, etc., in non-combat aspects of the gameplay make these games lack some [[Awareness of Surroundings]] that socially believable characters should have (see Lankoski & Björk for a more detailed exploration of this<ref name="Lankoski & Björk 2007"/>). |
== Using the pattern == | == Using the pattern == | ||
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== Relations == | == Relations == | ||
+ | [[Pick-Ups]] | ||
+ | [[Power-Ups]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Own Agenda]], | [[Own Agenda]], |
Revision as of 20:05, 12 August 2014
The ability of algorithmic agents to detect and react to all deigetically relevant phenomena.
This pattern is a still a stub.
Contents
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 the items one can retrieve from the environment. While the inhabitants of the Elder Scrolls series and Fallout series and many other Computer-based Roleplaying Games have the same functionality, showing proper responses to movement, closeness, etc., in non-combat aspects of the gameplay make these games lack some Awareness of Surroundings that socially believable characters should have (see Lankoski & Björk for a more detailed exploration of this[1]).
Using the pattern
Enemies Algorithmic Agents, Pick-Ups Power-Ups
Algorithmic Agents, Non-Player Characters
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
- ↑ 1.0 1.1 Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.
Acknowledgments
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