Awareness of Surroundings: Difference between revisions

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=== Examples ===
=== Examples ===
[[:Category:First-Person Shooters|FPS]] such as the [[Doom series]] or the [[Counter-Strike series]]


==== Anti-Examples ====
== Using the pattern ==
optional


== Using the pattern ==


=== Can Modulate ===
[[Algorithmic Agents]],  
[[Algorithmic Agents]],  
[[Non-Player Characters]]
[[Non-Player Characters]]
[[Enemies]],
[[Thematic Consistency]]


=== Diegetic Aspects ===
=== Diegetic Aspects ===
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=== Can Modulate ===
=== Can Modulate ===
[[Algorithmic Agents]],  
[[Algorithmic Agents]],  
[[Enemies]],
[[Non-Player Characters]]
[[Non-Player Characters]]



Revision as of 19:52, 12 August 2014

The ability of algorithmic agents to detect and react to all deigetically relevant phenomena.

This pattern is a still a stub.

Examples

FPS such as the Doom series or the Counter-Strike series

Using the pattern

Algorithmic Agents, Non-Player Characters

Enemies,

Thematic Consistency

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

That Agents have an Awareness of Surroundings provides one of the requirements for them to display both a Sense of Self and an Own Agenda. This can also help for a game to have Thematic Consistency.

Relations

Can Instantiate

Own Agenda, Sense of Self, Thematic Consistency

Can Modulate

Algorithmic Agents, Enemies, Non-Player Characters

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>

Acknowledgments

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