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

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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 />
 +
| examples=
 +
| ex1=<mt p="RAED" g="Far Cry 2" h="140"></mt>
 +
| ex2=<mt p="RAED" g="Chaos Theory" h="200"></mt>
 
}}
 
}}

Revision as of 19:07, 16 August 2011

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:
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→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→...

Examples

Far Cry 2:
Chaos Theory:
[show less examples...]



R-A-E-DIterations-front-v10.pngR-A-E-DIterations-back-v10.png