Difference between revisions of "Non-Player Characters"
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== References == | == References == | ||
+ | |||
+ | <references> | ||
+ | <ref name="Lankoski2010"> | ||
+ | Lankoski, P. (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101. ISBN 978-952-60-0002-2. | ||
+ | </ref> | ||
+ | <ref name="Brusk2009"> | ||
+ | Brusk, J. & Björk, S. (2009). [http://www.digra.org/dl/db/09287.59480.pdf Gameplay Design Patterns for Game Dialogues]. Paper presentation at DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London, UK. | ||
+ | </ref> | ||
+ | <ref name="Lankoski2008"> | ||
+ | Lankoski, P. & Björk, S. (2008). [http://taik.academia.edu/PetriLankoski/Papers/88274/Character-Driven_Game_Design_Characters_Conflict_and_Gameplay Character-Driven Game Design: Characters, Conflicts, and Gameplay]. Paper presentation at GDTW, Sixth International Conference in Game Design and Technology, 2008. | ||
+ | </ref> | ||
+ | <ref name="Lankoski2007a"> | ||
+ | Lankoski, P. & Björk, S. (2007). [http://www.digra.org/dl/db/07315.46085.pdf Gameplay Design Patterns for Believable Non-Player Characters]. Paper presentation at DiGRA 2007, Tokyo, Japan. | ||
+ | </ref> | ||
+ | <ref name="Lankoski2007b"> | ||
+ | Lankoski, P. & Björk, S. (2007). [http://www.mlab.uiah.fi/~plankosk/blog/?p=105 Gameplay Design Patterns for Social Networks and Conflicts]. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool. | ||
+ | </ref> | ||
+ | </references> |
Revision as of 08:02, 8 December 2010
Diegetic persons in game worlds that are not controlled by players.
Note: the use of characters in this pattern and the pattern named Characters differs. Here, the usage of character complies to the common usage in the gaming community of referring to the graphical representation of a person in the game world (a sort of non-player version of the Avatar patterns). Although the common usage may also often imply the presence of the Agents and Characters patterns, this is not necessary and not presumed when used here.
Contents
Examples
Using the pattern
Actions Have Diegetically Social Consequences
Agents Algorithmic Agents Non-Player Characters Characters Enemies Torchlight Character Defining Actions Enforced Agent Behavior Factions
Visual Body Damage Dissectible Bodies Awareness of Surroundings Open Destiny Own Agenda [[Unpredictable Behavior Binding Promises Brokering Competing for Attention Context Dependent Reaction Eavesdropping Either You are with Me or against Me False Accusations Favor Gain Allies Gossip Guide and Protect Hierarchical Factions Linked Destinies Maintaining Lies Match-Making Memory of Important Events My Enemy’s Enemy is my Friend Others fortune affects own Mood Outcast Outspoken Support Requesting Support Social Gatekeeper Diegetic Social Maintenance Diegetic Social Norms Traitors Initiative Incremental Dialogue Processing Chunk-based Dialogue Processing Single-Initiative Dialogues Mixed Initiative Dialogues Basic Input Feedback Barge-In Canned Text Responses Diegetically Consistent Dialogues [[Context Dependent Dialogue Contextualized Conversational Responses Gameplay Integrated Conversations Illocutionary Interface Location-Specific Dialogues Character-Specific Dialogues Colloquial Mastery Delicate Phrasing Ambiguous Responses
Note that NPCs do not actually need to be able to perform actions that change the game state, and more specifically players do not have to able to interact with them at all. The core of NPCs are their role in a Narration Structure, and as such they can exist only as Diegetically Outstanding Features or only be seen through Cut Scenes.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Game Elements
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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