Automated Responses
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
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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 without affecting game states while Algorithmic Agents and Mules can perform gameplay actions as 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.
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
Automated Responses are ways of modulating Avatars, Characters, or (at least) Chat Channels. By doing so they can created Enforced Agent Behavior or provide Player Augmentations. When they are combined with Player/Character Skill Composites, the resulting effect can become Player/System Action Composites.
When Automated Responses brings players' attention to certain features about the current game state, they function as Point of Interest Indications.
Relations
Can Instantiate
Enforced Agent Behavior, Player Augmentations, Point of Interest Indications
with Player/Character Skill Composites
Player/System Action Composites
Can Modulate
Avatars, Characters, Chat Channels
Can Be Instantiated By
Algorithmic Agents, Mules, Voice-overs
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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