Difference between revisions of "R-A-E-D Iterations"

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| name =R-A-E-D Iterations
 
| name =R-A-E-D Iterations
 
| deckversion =1.0
 
| deckversion =1.0
| synopsis =Iterations of the sequence: · Relaxation, · Anticipation, · Engagement, · Decay  
+
| synopsis =Iterations of the sequence: Relaxation Anticipation Engagement Decay  
 
| patternpresentation =
 
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| frontface =RAEDIterations-front-v10.png
+
| v10frontface =RAEDIterations-front-v10.png
| backface =RAEDIterations-back-v10.png
+
| v10backface =RAEDIterations-back-v10.png
 +
| v20frontface =RAEDIterations-front-v20.png
 +
| v20backface =RAEDIterations-back-v20.png
 
| screenshots=
 
| screenshots=
| rel-tag1=Context:<br>
+
| v10rel-tag1=Context:<br>
| rel1=[[Gameplay]], [[Emotional Script]]<br>
+
| v10rel1=[[Gameplay]], [[Emotional Script]]<br>
| rel-tag2=Parts:<br>
+
| v10rel-tag2=Parts:<br>
| rel2=[[Relaxation]], [[Anticipation]], [[Engagement]], [[Decay]]<br>
+
| v10rel2=[[Relaxation]], [[Anticipation]], [[Engagement]], [[Decay]]<br>
| rel-tag3=Makes use of:<br>
+
| v10rel-tag3=Makes use of:<br>
| rel3=[[Entrainment]]<br>
+
| v10rel3=[[Entrainment]]<br>
| revisions =
+
| v20rel-tag1=Context:<br>
This is one of the patterns included in our [[seminal collection]] <ref name="AlvesAM10"/> but it was presented with another name: "Entrainment". Meanwhile we realised three things:  
+
| v20rel1=[[Emotional Script]]<br>
# In this pattern, entrainment is the "means", not the solution. Considering that the name of a pattern [[Anatomy of a Pattern#styleguide|should reflect the solution]] (not the means), "Entrainment" was not adequate name.
+
| v20rel-tag2=Parts:<br>
# We are not aware of any explicit reference to the iteration of phases this pattern addresses, so we don't know of a name that is already used to express it. Consequently we had to define it ourselves, which in this particular circumstance was a challenge that still [[{{TALKPAGENAME}}#aboutthename|remains open]].
+
| v20rel2=[[Relaxation]], [[Anticipation]], [[Engagement]], [[Decay]]<br>
# [[Entrainment]] is indeed a pattern - [[another]] pattern. (A pattern that this one makes use of.)
+
| v20rel-tag3=Makes use of:<br>
 
+
| v20rel3=[[Entrainment]]<br>
 
| description=
 
| description=
[[Relaxation]], [[Anticipation]], [[Engagement]], and [[Decay]] can be used in a iterated sequence, such as:
+
[[Relaxation]], [[Anticipation]], [[Engagement]], and [[Decay]] can be used in an iterated sequence, such as:
 
'''''...→Relaxation→Anticipation→Engagement→Decay→Relaxation→Anticipation→Engagement→Decay&rarr;Relaxation→...'''''<br />
 
'''''...→Relaxation→Anticipation→Engagement→Decay→Relaxation→Anticipation→Engagement→Decay&rarr;Relaxation→...'''''<br />
 
Due to the difficulties in designing and coding the intelligence for the phase of [[Anticipation]], the following simpler version is more common:
 
Due to the difficulties in designing and coding the intelligence for the phase of [[Anticipation]], the following simpler version is more common:
 
'''''...→Relaxation→Engagement→Decay→Relaxation→Engagement→Decay&rarr;Relaxation→...'''''
 
'''''...→Relaxation→Engagement→Decay→Relaxation→Engagement→Decay&rarr;Relaxation→...'''''
| examples=
 
Far Cry 2 is notorious by its use of the more complete sequence of the four phases. Naturally, from the phase of [[Anticipation]] it is possible to get back to [[Relaxation]], if [[Engagement]] is avoided.
 
  
The three phases iteration is perceptible in Need For Speed Underworld, for instance.
+
Techniques involving [[Entrainment]] play an important role in the design of these phases and in the transitions between them.
 +
 
 +
| revisions =
 +
This is one of the patterns included in our [[seminal collection]] <ref name="AlvesAM10"/> but it was presented with another name: "Entrainment". Meanwhile we realised three things:
 +
# In this pattern, entrainment is the "means", not the solution. Considering that the name of a pattern [[Anatomy of a Pattern#Style_guide_for_the_card_format|should reflect the solution]] (not the means), "Entrainment" was not adequate name.
 +
# We are not aware of any explicit reference to the iteration of phases this pattern addresses, so we don't know of a name that is already used to express it. Consequently we had to define it ourselves ("[[R-A-E-D Iterations]]" as it stands now), which in this particular circumstance was a challenge that still [[{{TALKPAGENAME}}#aboutthename|remains open]].
 +
# [[Entrainment]] is indeed a pattern – [[another]] pattern. (A pattern that this one makes use of.)
  
In Papa Sangre the sequence is also perceptible. What is more, if we opt to interpret that there is never exactly an [[Engagement]] -- in this game the actual [[Engagement]] is equal to [[Death]] -- but instead a possible second degree of [[Anticipation]] (of getting caught, once spotted and if not able to outrun the pursuer), then the sequence is more like:
 
'''''...→Relaxation→Anticipation→Decay→Relaxation→Anticipation→Decay&rarrRelaxation→...'''''<br />
 
 
| examples=
 
| examples=
| ex1=<mt p="RAED" g="Far Cry 2" h="140"></mt>
+
{{NoVideo|'''Need for Speed: Undercover: '''In these example the sequence "Relaxation → Engagement → Decay" is perceptible.}}
| ex2=<mt p="RAED" g="Chaos Theory" h="200"></mt>
+
| ex1=<mt p="RAED" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}">In this game it is notorious the use of the complete sequence with the four phases. Naturally, from the phase of [[Anticipation]] it is possible to get back to [[Relaxation]], if [[Engagement]] is avoided.</mt>
 +
<!--| exX=<mt p="RAED" g="NFSUndercover" g="Need for Speed: Undercover" w="{{R16by9W}}" h="{{R16by9H}}></mt>-->
 +
| ex2=<mt p="RAED" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">A three-phase sequence is perceptible. What is more, if we opt to interpret that there is never exactly an [[Engagement]] – in this game the actual [[Engagement]] is equal to [[Death]] – but instead a possible second degree of [[Anticipation]] (of getting caught, once spotted and if not able to outrun the pursuer), then the sequence is more like: "... → Relaxation → Anticipation → Decay → Relaxation → Anticipation → Decay → Relaxation → ...".</mt>
 +
| ex3=<mt p="SeekingForPC" g="Oblivion" altg="The Elder Scrolls IV: Oblivion" w="{{R16by9W}}" h="{{R16by9H}}">A simpler but very noticeable two-phase sequence: "... → Relaxation → Engagement → Relaxation → ...". Basically, [[Relaxation]] is substituted by [[Engagement]] while a conflict is happening.</mt>
 +
| external=
 +
Emblematic examples of this sequence in movie:
 +
*the scene known as “Apologize to my mule”<ref name="apologizetomymule"/> in A Fistful of Dollars<ref name="afistfulofdollars"/>.
 
| showrefs =1
 
| showrefs =1
 +
| RevisionsInNameOrDeprecation=
 +
This is one of the patterns included in our seminal collection <ref name="AlvesAM10"/> but it was presented with another name: "Entrainment". Meanwhile we realized three things:
 +
* In this pattern, entrainment is the "means", not the solution. Considering that the name of a pattern should reflect the solution (not the means), "Entrainment" was not adequate name.
 +
* We are not aware of any explicit reference to the iteration of phases this pattern addresses, so we don’t know of a name that is already used to express it. Consequently we had to define it ourselves ("R-A-E-D Iterations" as it stands now), which in this particular circumstance was a challenge that still remains open.
 +
* [[Entrainment]] is indeed a pattern – another pattern. (A pattern that this one makes use of.)
 
}}
 
}}

Latest revision as of 05:37, 27 August 2012

Front face Back face
The card's front face The card's back face

Synopsis

Iterations of the sequence: Relaxation → Anticipation → Engagement → Decay.

Relationships

Context:
Emotional Script .
Parts:
Relaxation , Anticipation , Engagement , Decay .
Makes use of:
Entrainment .

Description

Relaxation, Anticipation, Engagement, and Decay can be used in an iterated sequence, such as: ...→Relaxation→Anticipation→Engagement→Decay→Relaxation→Anticipation→Engagement→Decay→Relaxation→...
Due to the difficulties in designing and coding the intelligence for the phase of Anticipation, the following simpler version is more common: ...→Relaxation→Engagement→Decay→Relaxation→Engagement→Decay→Relaxation→...

Techniques involving Entrainment play an important role in the design of these phases and in the transitions between them.

Examples

Need for Speed: Undercover: In these example the sequence "Relaxation → Engagement → Decay" is perceptible.
Far Cry 2: In this game it is notorious the use of the complete sequence with the four phases. Naturally, from the phase of Anticipation it is possible to get back to Relaxation, if Engagement is avoided.
Papa Sangre: A three-phase sequence is perceptible. What is more, if we opt to interpret that there is never exactly an Engagement – in this game the actual Engagement is equal to Death – but instead a possible second degree of Anticipation (of getting caught, once spotted and if not able to outrun the pursuer), then the sequence is more like: "... → Relaxation → Anticipation → Decay → Relaxation → Anticipation → Decay → Relaxation → ...".
The Elder Scrolls IV: Oblivion: A simpler but very noticeable two-phase sequence: "... → Relaxation → Engagement → Relaxation → ...". Basically, Relaxation is substituted by Engagement while a conflict is happening.
[show less examples...]

Revisions

This is one of the patterns included in our seminal collection [1] but it was presented with another name: "Entrainment". Meanwhile we realized three things:

  • In this pattern, entrainment is the "means", not the solution. Considering that the name of a pattern should reflect the solution (not the means), "Entrainment" was not adequate name.
  • We are not aware of any explicit reference to the iteration of phases this pattern addresses, so we don’t know of a name that is already used to express it. Consequently we had to define it ourselves ("R-A-E-D Iterations" as it stands now), which in this particular circumstance was a challenge that still remains open.
  • Entrainment is indeed a pattern – another pattern. (A pattern that this one makes use of.)

External Resources

Emblematic examples of this sequence in movie:

  • the scene known as “Apologize to my mule”[2] in A Fistful of Dollars[3].

References

  1. Alves, V. and Roque, L. 2010. A Pattern Language for Sound Design in Games. In Proceedings of Audio Mostly 2010, 88-95.
  2. Apologize to my mule. (2009). Retrieved from http://www.youtube.com/watch?v=8a5OcWIqgAI
  3. Leone, S. (1967). A Fistful of Dollars. Western.

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