Contextualized Conversational Responses: Difference between revisions
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== Using the pattern == | == Using the pattern == | ||
[[Algorithmic Agents]] | |||
[[Dialogues]] | |||
[[Context Dependent Dialogues]] | |||
[[Location-Specific Dialogues]] | |||
[[Character-Specific Dialogues]] | |||
[[Thematically Consistent Dialogues]] | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Relations == | == Relations == | ||
[[Dialogues]] | |||
[[Context Dependent Dialogues]] | |||
[[Location-Specific Dialogues]] | |||
[[Character-Specific Dialogues]] | |||
[[Thematically Consistent Dialogues]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 09:19, 28 June 2014
[[Category:To be Published]]
The ability of agent to gives responses in a conversation depending on all relevant game states.
This pattern is a still a stub.
Examples
Using the pattern
Algorithmic Agents Dialogues Context Dependent Dialogues Location-Specific Dialogues Character-Specific Dialogues Thematically Consistent Dialogues
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Dialogues Context Dependent Dialogues Location-Specific Dialogues Character-Specific Dialogues Thematically Consistent Dialogues
Can Instantiate
Can Modulate
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<ref name="Lankoski & Björk 2007"/>.
References
<references> <ref name="Lankoski & Björk 2007">Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.</ref> </references>