Non-Player Characters

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Diegetic persons in game worlds that are not controlled by players.

Note: the use of characters in this pattern and the pattern named Characters differs. Here, the usage of character complies to the common usage in the gaming community of referring to the graphical representation of a person in the game world (a sort of non-player version of the Avatar patterns). Although the common usage may also often imply the presence of the Agents and Characters patterns, this is not necessary and not presumed when used here.

Examples

Using the pattern

Actions Have Diegetically Social Consequences

Detective Structure

Internal Conflicts

Internal Rivalry

Agents Algorithmic Agents Non-Player Characters Characters Enemies Torchlight Character Defining Actions Enforced Agent Behavior Factions

Visual Body Damage Dissectible Bodies Awareness of Surroundings Open Destiny Own Agenda [[Unpredictable Behavior Binding Promises Brokering Competing for Attention Context Dependent Reaction Eavesdropping Either You are with Me or against Me False Accusations Favor Gain Allies Gossip Guide and Protect Hierarchical Factions Linked Destinies Maintaining Lies Match-Making Memory of Important Events My Enemy’s Enemy is my Friend Others fortune affects own Mood Outcast Outspoken Support Requesting Support Social Gatekeeper Diegetic Social Maintenance Diegetic Social Norms Traitors Initiative Incremental Dialogue Processing Chunk-based Dialogue Processing Single-Initiative Dialogues Mixed Initiative Dialogues Basic Input Feedback Barge-In Canned Text Responses Diegetically Consistent Dialogues [[Context Dependent Dialogue Contextualized Conversational Responses Gameplay Integrated Conversations Illocutionary Interface Location-Specific Dialogues Character-Specific Dialogues Colloquial Mastery Delicate Phrasing Ambiguous Responses

Note that NPCs do not actually need to be able to perform actions that change the game state, and more specifically players do not have to able to interact with them at all. The core of NPCs are their role in a Narration Structure, and as such they can exist only as Diegetically Outstanding Features or only be seen through Cut Scenes.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Game Elements

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki. However, most of the material is collected from earlier research papers Cite error: Closing </ref> missing for <ref> tag [1] [2] [3] [4]

</references>
  1. Lankoski, P. & Björk, S. (2007). Gameplay Design Patterns for Social Networks and Conflicts. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.
  2. Lankoski, P. & Björk, S. (2008). Character-Driven Game Design: Characters, Conflicts, and Gameplay. Paper presentation at GDTW, Sixth International Conference in Game Design and Technology, 2008.
  3. Brusk, J. & Björk, S. (2009). Gameplay Design Patterns for Game Dialogues. Paper presentation at DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London, UK.
  4. Lankoski, P. (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101. ISBN 978-952-60-0002-2.