Awareness of Surroundings: Difference between revisions
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== Using the pattern == | == Using the pattern == | ||
=== Can Modulate === | |||
[[Algorithmic Agents]], | |||
[[Non-Player Characters]] | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
| Line 20: | Line 24: | ||
== Consequences == | == Consequences == | ||
=== Can Instantiate === | |||
[[Own Agenda]], | |||
[[Sense of Self]], | |||
[[Thematic Consistency]] | |||
== Relations == | == Relations == | ||
Revision as of 21:56, 1 August 2014
The ability of algorithmic agents to detect and react to all deigetically relevant phenomena.
This pattern is a still a stub.
Examples
Using the pattern
Can Modulate
Algorithmic Agents, Non-Player Characters
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Own Agenda, Sense of Self, Thematic Consistency
Relations
Can Instantiate
Own Agenda, Sense of Self, Thematic Consistency
Can Modulate
Algorithmic Agents, Non-Player Characters
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
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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>