Difference between revisions of "Suspicious NPC"

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| notesontop= This is a candidate pattern, which may enter version 2.0 of the [[Deck]].
 
| notesontop= This is a candidate pattern, which may enter version 2.0 of the [[Deck]].
 
| candidatecard = Candidate Card
 
| candidatecard = Candidate Card
| examplesintro = '''[Note: considering that this is still a candidate pattern, more examples then usually are presented, in order to provide a better support for the discussion.]'''
 
 
| synopsis =  NPC’s behaviours evidencing suspicion for the PC’s presence
 
| synopsis =  NPC’s behaviours evidencing suspicion for the PC’s presence
 
| rel-tag1=Context:<br>
 
| rel-tag1=Context:<br>

Revision as of 23:08, 13 October 2011

Deck←
This is a candidate pattern, which may enter version 2.0 of the Deck.
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Candidate Card

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 .

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.

Examples

Metal Gear Solid 4:
Far Cry 2:
Tom Clancy's Splinter Cell: Chaos Theory:
[show less examples...]
Thief III: Deadly Shadows:



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