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]] | |||
==== | == Using the pattern == | ||
[[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
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
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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
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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