Difference between revisions of "Ambiguous Responses"

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''The ability of agents to gives responses that can be interpreted in two or more ways.''
 
''The ability of agents to gives responses that can be interpreted in two or more ways.''
  
Conversations in games between players and  
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Conversations in games between agents in games consist of utterances and responses to these utterances. When the responses can be interpreted to mean two or more different things, the game has [[Ambiguous Responses]].  
 
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This pattern is a still a stub.
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Note: ''Gamers have discusses [[Ambiguous Responses]] is relation to dialogues in games such as the [[Mass Effect series|Mass Effect]] and [[Dragon Age series]] but this has been related to that the options players are provided with are ambiguous, i.e. they may seem to indicate that the player character will act in a certain way but when the option is chosen he or she performs in another way.''
 
Note: ''Gamers have discusses [[Ambiguous Responses]] is relation to dialogues in games such as the [[Mass Effect series|Mass Effect]] and [[Dragon Age series]] but this has been related to that the options players are provided with are ambiguous, i.e. they may seem to indicate that the player character will act in a certain way but when the option is chosen he or she performs in another way.''

Revision as of 08:52, 28 June 2014

The ability of agents to gives responses that can be interpreted in two or more ways.

Conversations in games between agents in games consist of utterances and responses to these utterances. When the responses can be interpreted to mean two or more different things, the game has Ambiguous Responses.

Note: Gamers have discusses Ambiguous Responses is relation to dialogues in games such as the Mass Effect and Dragon Age series but this has been related to that the options players are provided with are ambiguous, i.e. they may seem to indicate that the player character will act in a certain way but when the option is chosen he or she performs in another way.

Examples

As a currently, no examples are listen here.

Using the pattern

Naturally, free-text communication between humans, e.g. through Chat Channels, makes the presence of Ambiguous Responses possible but does not guarantee that it occurs.

Information Passing

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Chat Channels Tension Uncertainty of Information

Relations

Can Instantiate

Can Modulate

Algorithmic Agents

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

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