Context Dependent Reactions: Difference between revisions
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=== Examples === | === Examples === | ||
Weak example, [[Assassin's Creed series]] | |||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
Revision as of 20:34, 12 August 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
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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