Difference between revisions of "R-A-E-D Iterations"
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[[Relaxation]], [[Anticipation]], [[Engagement]], and [[Decay]] can be used in a iterated sequence, such as: | [[Relaxation]], [[Anticipation]], [[Engagement]], and [[Decay]] can be used in a iterated sequence, such as: | ||
− | ''...→Relaxation→Anticipation→Engagement→Decay→Relaxation→Anticipation→Engagement→Decay&rarrRelaxation→...''<br /> | + | '''''...→Relaxation→Anticipation→Engagement→Decay→Relaxation→Anticipation→Engagement→Decay&rarrRelaxation→...'''''<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&rarrRelaxation→...'' | + | '''''...→Relaxation→Engagement→Decay→Relaxation→Engagement→Decay&rarrRelaxation→...''''' |
| examples= | | 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. | 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. | ||
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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: | 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 /> | + | '''''...→Relaxation→Anticipation→Decay→Relaxation→Anticipation→Decay&rarrRelaxation→...'''''<br /> |
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Revision as of 16:12, 13 August 2011
The card's front face | The card's back face |
Contents
Synopsis
Iterations of the sequence: · Relaxation, · Anticipation, · Engagement, · Decay. |
Relationships
Context:
Gameplay File:M385px-Gameplay-front-v20.png, Emotional Script .
Parts:
Relaxation , Anticipation , Engagement , Decay .
Makes use of:
Entrainment .
Description
Relaxation, Anticipation, Engagement, and Decay can be used in a iterated sequence, such as:
...→Relaxation→Anticipation→Engagement→Decay→Relaxation→Anticipation→Engagement→Decay&rarrRelaxation→...
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&rarrRelaxation→...
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.
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→...