Automated Responses

From gdp3
Jump to: navigation, search

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Designing Automated Responses consist of deciding what responses show exist (and why) and when they should be given.

Voice-overs is one way of creating Automated Responses.

Quite naturally, Line of Sight can be used to make the Automated Responses only be made about things the player is actually looking at.

Diegetic Aspects

Interface Aspects

As Automated Responses provide information or feedback to players it is an Interface Pattern.

Narration Aspects

Since Automated Responses can provide narration (e.g when used with Voice-overs), the pattern can be an Narration Pattern.


Consequences

Can Instantiate

Enforced Agent Behavior, Player Augmentations

with Player/Character Skill Composites

Player/System Action Composites

Can Modulate

Avatars, Chat Channels


Relations

Avatars Characters Mules Point of Interest Indications

Can Instantiate

Enforced Agent Behavior, Player Augmentations

with Player/Character Skill Composites

Player/System Action Composites

Can Modulate

Avatars, Chat Channels

Can Be Instantiated By

Voice-overs

Can Be Modulated By

Line of Sight

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-