Difference between revisions of "Suspicious NPC"

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{{Card
 
{{Card
| notesontop= This is a candidate pattern, which may enter version 2.0 of the [[Deck]].
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| notesontop= introduced in version 2.0 of the [[Deck]].
| v20synopsis = NPC’s behaviours evidencing suspicion for the PC’s presence
+
| deckversion=v20
 
| v20frontface = SuspiciousNPC-front-v20.png
 
| v20frontface = SuspiciousNPC-front-v20.png
 
| v20backface = SuspiciousNPC-back-v20.png
 
| v20backface = SuspiciousNPC-back-v20.png
 +
| v20synopsis =  NPC’s behaviours evidencing suspicion for the PC’s presence
 
| rel-tag1=Context:<br>
 
| rel-tag1=Context:<br>
 
| rel1=[[Awareness]] <br>
 
| rel1=[[Awareness]] <br>

Revision as of 23:49, 13 November 2011

Deck←
introduced in version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

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:



FakeX-front-v10.pngFakeX-back-v10.png