Difference between revisions of "Context Dependent Reactions"

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== Using the pattern ==
 
== Using the pattern ==
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[[Context Dependent Reactions]] can most easily be made possible by having humans control [[Agents]] in games; this means that [[Game Masters]] and players that can perform [[Enactment]] of actions is the simplest design solution for the pattern but this puts requirements of present facilitators and/or willing players. [[Algorithmic Agents]] is an alternative to this but instead creates needs for development of algorithms to handle all possible or reasonable situations they are supposed to handle (see the article ''Meet The Guy Who Spent Seven Months Killing Everyone In Fallout 3''<ref name="kotaku"/> for examples of issues which can occur in games where players have large degrees of freedom on how they can play).
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[[Context Dependent Dialogues]] is a specific subsection of actions that provide [[Context Dependent Reactions]] in dialogues.
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=== Can Modulate ===
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[[Awareness of Surroundings]],
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[[Non-Player Characters]]
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=== Can Be Instantiated By ===
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,
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Diegetic Consistency]],
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[[Own Agenda]]
  
 
== Relations ==
 
== Relations ==
[[Enactment]],  
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[[Agents]],  
[[Game Masters]]
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[[Algorithmic Agents]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Agents]],
 
[[Awareness of Surroundings]],  
 
[[Awareness of Surroundings]],  
 
[[Non-Player Characters]]
 
[[Non-Player Characters]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Algorithmic Agents]],
 
[[Context Dependent Dialogues]],  
 
[[Context Dependent Dialogues]],  
 
[[Enactment]],  
 
[[Enactment]],  
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<references>
 
<references>
 
<ref name="Lankoski & Björk 2007">Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.</ref>
 
<ref name="Lankoski & Björk 2007">Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.</ref>
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<ref name="kotaku">Hernandez, P. 2014. [http://kotaku.com/meet-the-guy-who-spent-seven-months-killing-everyone-in-1629588651|Meet The Guy Who Spent Seven Months Killing Everyone In Fallout 3]. Published 2 August 2014.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 07:46, 3 September 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Context Dependent Reactions

Examples

Weak example, Assassin's Creed series

Anti-Examples

optional

Using the pattern

Context Dependent Reactions can most easily be made possible by having humans control Agents in games; this means that Game Masters and players that can perform Enactment of actions is the simplest design solution for the pattern but this puts requirements of present facilitators and/or willing players. Algorithmic Agents is an alternative to this but instead creates needs for development of algorithms to handle all possible or reasonable situations they are supposed to handle (see the article Meet The Guy Who Spent Seven Months Killing Everyone In Fallout 3[1] for examples of issues which can occur in games where players have large degrees of freedom on how they can play).


Context Dependent Dialogues is a specific subsection of actions that provide Context Dependent Reactions in dialogues.

Can Modulate

Awareness of Surroundings, Non-Player Characters

Can Be Instantiated By

,

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Diegetic Consistency, Own Agenda

Relations

Agents, Algorithmic Agents

Can Instantiate

Diegetic Consistency, Own Agenda

Can Modulate

Agents, Awareness of Surroundings, Non-Player Characters

Can Be Instantiated By

Algorithmic Agents, Context Dependent Dialogues, Enactment, Game Masters

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Context Dependent Reactions that was first identified in the paper Gameplay Design Patterns for Believable Non-Player Characters[2].

References

  1. Hernandez, P. 2014. The Guy Who Spent Seven Months Killing Everyone In Fallout 3. Published 2 August 2014.
  2. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.

Acknowledgements

-