Context Dependent Reactions: Difference between revisions

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This pattern is a still a stub.
This pattern is a still a stub.
[[Context Dependent Reactions]]


=== Examples ===
=== Examples ===
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== Relations ==
== Relations ==
[[Companions]]
[[Enactment]],
[[Context Dependent Dialogues]]
[[Game Masters]]
[[Diegetic Consistency]]


=== Can Instantiate ===
=== Can Instantiate ===
[[Diegetic Consistency]],
[[Own Agenda]]
[[Own Agenda]]


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=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
-
[[Context Dependent Dialogues]],
[[Enactment]],
[[Game Masters]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===

Revision as of 07:32, 3 September 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Context Dependent Reactions

Examples

Weak example, Assassin's Creed series

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Enactment, Game Masters

Can Instantiate

Diegetic Consistency, Own Agenda

Can Modulate

Awareness of Surroundings, Non-Player Characters

Can Be Instantiated By

Context Dependent Dialogues, Enactment, Game Masters

Can Be Modulated By

-

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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