Difference between revisions of "Suspicious NPC"

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| rel2=[[Unaware NPC]], [[Seeking for PC]]<br>
 
| rel2=[[Unaware NPC]], [[Seeking for PC]]<br>
 
| rel-tag3=May relate to:<br>
 
| rel-tag3=May relate to:<br>
| rel3=[[Anticipation]]<br>
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| rel3=[[Anticipation]], [[Directionality]]<br>
 
| description =
 
| description =
  
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In terms of [[Awareness]] of hostile NPC towards the PC, [[Suspicious NPC]] represents an intermediate state, between [[Unaware NPC]] and [[Seeking for PC]].
 
In terms of [[Awareness]] of hostile NPC towards the PC, [[Suspicious NPC]] represents an intermediate state, between [[Unaware NPC]] and [[Seeking for PC]].
  
[[Suspicious NPC]] usually works as a [[Beacon Locator]] of the NPC, in the sense that it contributes mostly for the player to become aware of a (nearby) offscreen NPC, who otherwise might attack furtively.
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[[Suspicious NPC]] usually works as a [[Beacon Locator]] of the NPC, in the sense that it contributes mostly for the player to become aware of a (nearby) offscreen NPC, who otherwise might attack furtively. In such cases, [[Directionality]] is helpful in promptly locating the threat.  
  
 
| examples=
 
| examples=

Revision as of 18:38, 27 October 2011

Deck←
This is a candidate pattern, which may enter version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Candidate Card

Synopsis

NPC’s behaviours evidencing suspicion for the PC’s presence.

Relationships

Context:
Awareness .
Contrasts with:
Unaware NPC , Seeking for PC .
May relate to:
Anticipation , Directionality .

Description

The representation of Suspicious NPC consists of small utterances (e.g. "Uh?!") or Dialogue (e.g. "I heard something...") that evidence that a NPC is hostile and has detected some sign of the PC's presence, which being confirmed would lead to Engagement. Suspicious NPC may fit or trigger an Anticipation phase.

In terms of Awareness of hostile NPC towards the PC, Suspicious NPC represents an intermediate state, between Unaware NPC and Seeking for PC.

Suspicious NPC usually works as a Beacon Locator of the NPC, in the sense that it contributes mostly for the player to become aware of a (nearby) offscreen NPC, who otherwise might attack furtively. In such cases, Directionality is helpful in promptly locating the threat.

Examples

Metal Gear Solid 4:
Far Cry 2:
Tom Clancy's Splinter Cell: Chaos Theory:
[show less examples...]
Thief III: Deadly Shadows:



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