Awareness of Surroundings

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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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