Context Dependent Reactions: Difference between revisions
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== Relations == | == Relations == | ||
[[Companions]] | |||
[[Context Dependent Dialogues]] | |||
[[Diegetic Consistency]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Own Agenda]] | [[Own Agenda]] | ||
Revision as of 07:26, 3 September 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Weak example, Assassin's Creed series
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Companions Context Dependent Dialogues Diegetic Consistency
Can Instantiate
Can Modulate
Awareness of Surroundings, Non-Player Characters
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Context Dependent Reactions that was first identified 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 Social Networks and Conflicts. Proceedings of GDTW 2007.</ref> </references>
Acknowledgements
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