Difference between revisions of "Generic Adversaries"

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== Relations ==
 
== Relations ==
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[[Randomness]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
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Revision as of 11:52, 31 August 2015

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

This pattern is a still a stub.

Note: This pattern was first identified in the book chapter "Of Heroes and Henchmen: The Conventions of Killing Generic Expendables in Video Games" by René Glas[1]. TV Tropes uses "Mook" for the same phenomenon[2].

Examples

Anti-Examples

optional

Using the pattern

Generic Adversaries are diegetically intentional entities that are identical to each other. As such, they

Enemies

The design involved in creating Generic Adversaries consists of making a template for them

Can Instantiate

, Grinding, Kiting, NPCs, Inhabitants, Units, Waves

Can Be Modulated By

Loot

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

As Enemies that can both be numerous and can easily be created on the fly, Generic Adversaries can be well suited to create Combat-oriented Grinding.

If the behavior of Generic Adversaries aren't complex regarding prediction or co-operation, they can open up for Kiting behaviors from players.

Relations

Randomness

Can Instantiate

Enemies, Grinding, Kiting, NPCs, Inhabitants, Units, Waves

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

Loot

Possible Closure Effects

-

Potentially Conflicting With

-

History

A pattern based on the original introduction by Glas[1].

References

  1. 1.0 1.1 Glas, R. (2015). Of Heroes and Henchmen: The Conventions of Killing Generic Expendables in Video Games. In Mortensen, T.E., Linderoth, J. & Brown, A. ML. (2015). The Dark Side of Game Play - Controversial Issues in Playful Environments. Routledge.
  2. Entry for "Mooks" in the TV Tropes wiki.

Acknowledgements

René Glas