Difference between revisions of "Suspicious NPC"
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| v20backface = SuspiciousNPC-back-v20.png | | v20backface = SuspiciousNPC-back-v20.png | ||
| v20synopsis = NPC’s behaviours evidencing suspicion for the PC’s presence | | v20synopsis = NPC’s behaviours evidencing suspicion for the PC’s presence | ||
− | | | + | | v20rel-tag1=Context:<br> |
− | | | + | | v20rel1=[[Awareness]] <br> |
− | | | + | | v20rel-tag2=Contrasts with:<br> |
− | | | + | | v20rel2=[[Unaware NPC]], [[Seeking for PC]]<br> |
− | | | + | | v20rel-tag3=May relate to:<br> |
− | | | + | | v20rel3=[[Anticipation]], [[Directionality]]<br> |
| description = | | 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. | + | 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]]. | In terms of [[Awareness]] of hostile NPC towards the PC, [[Suspicious NPC]] represents an intermediate state, between [[Unaware NPC]] and [[Seeking for PC]]. | ||
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| examples= | | examples= | ||
− | | ex1=<mt p="SuspiciousNPC" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | + | | ex1=<mt p="SuspiciousNPC" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" w="{{R16by9W}}" h="{{R16by9H}}"></mt> |
| ex2=<mt p="SuspiciousNPC" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | | ex2=<mt p="SuspiciousNPC" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
− | | ex3=<mt p="SuspiciousNPC" g="Chaos Theory" altg="Tom Clancy's Splinter Cell | + | | ex3=<mt p="SuspiciousNPC" g="Chaos Theory" altg="Tom Clancy's Splinter Cell Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}"></mt> |
| ex4=<mt p="SuspiciousNPC" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | | ex4=<mt p="SuspiciousNPC" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | ||
+ | | ex5=<mt p="SuspiciousNPC" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | ||
+ | |||
}} | }} |
Latest revision as of 16:52, 26 August 2012
The card's front face | The card's back face |
Contents
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