Awareness of Surroundings: Difference between revisions

From gdp3
Jump to navigationJump to search
No edit summary
No edit summary
Line 10: Line 10:


=== Examples ===
=== Examples ===
[[:Category:First-Person Shooters|FPS]] such as the [[Doom series]] or the [[Counter-Strike series]]
The enemies controlled by computers in [[:Category:First-Person Shooters|FPS]] such as the [[Doom series]] or the [[Counter-Strike series]] are programmed to be both aware of players and


== Using the pattern ==
== Using the pattern ==


[[Enemies]]
[[Algorithmic Agents]],
[[Pick-Ups]]
[[Power-Ups]]


[[Algorithmic Agents]],  
[[Algorithmic Agents]],  

Revision as of 19:56, 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

The enemies controlled by computers in FPS such as the Doom series or the Counter-Strike series are programmed to be both aware of players and

Using the pattern

Enemies Algorithmic Agents, Pick-Ups Power-Ups

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

-