Difference between revisions of "Unaware NPC"
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| rel4=[[Seeking for PC]]<br> | | rel4=[[Seeking for PC]]<br> | ||
| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
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| description= | | description= | ||
[[Unaware NPC]] refers to the acoustic manifestations of an hostile character who is not aware of the PC's existence/presence. This only makes sense with hostile NPC, i.e., with those who would not react peacefully if they knew about the PC. Other possible stages of [[Awareness]] of (hostile) NPC behaviour that are commonly represented through acoustic expressions are [[Suspicious NPC]] (while the NPC investigate) and [[Seeking for PC]] (between the moment the NPC spot the PC and the matter is somehow solved). | [[Unaware NPC]] refers to the acoustic manifestations of an hostile character who is not aware of the PC's existence/presence. This only makes sense with hostile NPC, i.e., with those who would not react peacefully if they knew about the PC. Other possible stages of [[Awareness]] of (hostile) NPC behaviour that are commonly represented through acoustic expressions are [[Suspicious NPC]] (while the NPC investigate) and [[Seeking for PC]] (between the moment the NPC spot the PC and the matter is somehow solved). | ||
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<!--In a typical gameplay situation, if the confront is not avoided (or if it does not end summarily) the characters would change their soundprint from [[Unaware NPC]] to [[Seeking for PC]] (most possibly involving [[Shout and Yell]]).--> | <!--In a typical gameplay situation, if the confront is not avoided (or if it does not end summarily) the characters would change their soundprint from [[Unaware NPC]] to [[Seeking for PC]] (most possibly involving [[Shout and Yell]]).--> | ||
− | + | | examples= | |
| ex1=<mt p="UnawareNPC" g="Bioshock" h="140"></mt> | | ex1=<mt p="UnawareNPC" g="Bioshock" h="140"></mt> | ||
| ex3=<mt p="UnawareNPC" g="Oblivion" h="140"></mt> | | ex3=<mt p="UnawareNPC" g="Oblivion" h="140"></mt> | ||
− | <!--| ex3=<mt p="UnawareNPC" g="Dead To Rights" altg="Dead to Rights" h="140"></mt>--> | + | <!--| ex3=<mt p="UnawareNPC" g="Dead To Rights" altg="Dead to Rights: Retribution" h="140"></mt>--> |
| ex4=<mt p="UnawareNPC" g="Far Cry 2" h="140"></mt> | | ex4=<mt p="UnawareNPC" g="Far Cry 2" h="140"></mt> | ||
− | | ex5=<mt p="UnawareNPC" g=" | + | | ex5=<mt p="UnawareNPC" g="TRL" altg="Tomb Raider Legend" h="200"></mt> |
− | | ex6=<mt p="UnawareNPC" g="Chaos Theory" h="200"></mt> | + | | ex6=<mt p="UnawareNPC" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" h="200"></mt> |
| ex2=<mt p="UnawareNPC" g="Crysis" h="200"></mt> | | ex2=<mt p="UnawareNPC" g="Crysis" h="200"></mt> | ||
| ex7=<mt p="UnawareNPC" g="Papa Sangre" h="140"></mt> | | ex7=<mt p="UnawareNPC" g="Papa Sangre" h="140"></mt> | ||
+ | | ex8=<mt p="UnawareNPC" g="Thief III" altg="Thief III: Deadly Shadows"></mt> | ||
}} | }} |
Revision as of 18:42, 12 September 2011
The card's front face | The card's back face |
Contents
Synopsis
NPC’s behaviours evidencing unawareness of PC’s presence. |
Relationships
Context:
Awareness , Anticipation .
May use:
Chitchat , Grunts .
Relates to:
Stealth , Character Soundprint , Sound Suppressing , Sound Decoys .
Contrasts with:
Seeking for PC .
Description
Unaware NPC refers to the acoustic manifestations of an hostile character who is not aware of the PC's existence/presence. This only makes sense with hostile NPC, i.e., with those who would not react peacefully if they knew about the PC. Other possible stages of Awareness of (hostile) NPC behaviour that are commonly represented through acoustic expressions are Suspicious NPC (while the NPC investigate) and Seeking for PC (between the moment the NPC spot the PC and the matter is somehow solved).
Typical explorations revealing Unaware NPC consist of [deprecated:]Whistling and Humming, Chitchat, and Dialogue telling about that unawareness.
In some cases Unaware NPC expressions are so audible that they first function as Beacon Locators of their emitters. While in the cases described above the player feels 'This guys didn't noticed me yet', in this latter case the reaction is 'There are some guys over there'. Naturally, once the PC approaches those characters, though their expression does not change, it is no longer perceived a Beacon Locator but as an Unaware NPC behaviour.
Examples