Awareness of Surroundings: Difference between revisions
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== Relations == | == Relations == | ||
[[Own Agenda]] | === Can Instantiate === | ||
[[Sense of Self]] | [[Own Agenda]], | ||
[[Sense of Self]], | |||
[[Thematic Consistency]] | [[Thematic Consistency]] | ||
=== Can Modulate === | === Can Modulate === | ||
[[Algorithmic Agents]] | [[Algorithmic Agents]], | ||
[[Non-Player Characters]] | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
- | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
- | |||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
- | |||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
- | |||
== History == | == History == | ||
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
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
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
-
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>