Difference between revisions of "Automated Responses"

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(Relations)
(Using the pattern)
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Designing [[Automated Responses]] consist of deciding what responses show exist (and why) and when they should be given.  
 
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]].  
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[[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]].
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[[Point of Interest Indications]]
  
 
Quite naturally, [[Line of Sight]] can be used to make the [[Automated Responses]] only be made about things the player is actually looking at.
 
Quite naturally, [[Line of Sight]] can be used to make the [[Automated Responses]] only be made about things the player is actually looking at.

Revision as of 21:21, 4 July 2015

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 without affecting game states while Algorithmic Agents and Mules can perform gameplay actions as Automated Responses.

Point of Interest Indications

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.

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

Line of Sight

Possible Closure Effects

-

Potentially Conflicting With

Player Agency

History

New pattern created in this wiki.

References

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Acknowledgements

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