Awareness of Surroundings
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
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
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.
Acknowledgments
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