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patterns:companion [2011/06/15 04:05]
Gillian Smith created
patterns:companion [2011/07/09 07:39] (current)
Gillian Smith [Related Patterns]
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-======Guard Npc====== +======Companion======
- +
-{{:​patterns:​guard-oblivion.png?​direct}} +
- +
-[[games:​oblivion|Elders Scrolls IV: Oblivion]]+
 =====Description===== =====Description=====
-guard is an [[patterns:npc|NPC]] that guards ​person, place or thing in the game world.+companion ​is a special kind of [[patterns:inpc|interactive ​NPC]] who travels with the player and adds their abilities to the group. Companions are in all games that have "​party"​ system as opposed to a single adventurer.
-Guard NPCs may begin as normal [[patterns:​inpc|interactive NPCs]] until the player preforms a trigger action on whatever it is guarding. After this point the guard NPC can either become an [[patterns:​enemy|Enemy]],​ or force a [[patterns:​dialog_tree|Dialog Tree]] with the player, which gives the player a chance to talk their way out of the situation.+=====Variables and Affordances=====
-Guard NPCs can function as [[patterns:blockade|blockades]],​ preventing the player from moving forward until conditions are met and threatening the player with attack if they are not yet met. +  * Controlwhether or not the player ​can control ​the companion memberor the extent to which the companion can be controlledFor examplesome games allow the player to control party members as much as the player ​can control their own character, while in others ​the party members ​are entirely computer controlled.
- +
-=====Variables===== +
- +
-  * **Guarding**:​ the guard NPC will attack ​the player ​if they preform a trigger action on one of the objects guarded. Common guarded objects include [[patterns:​portal|portals]] to important areas[[patterns:​item|items]],​ and other [[patterns:​npc|NPCs]]. +
- +
-  * **Trigger Action**: what actions taken on the guarded objects will cause an attack on the playerOccasionally this action is activating a physical [[patterns:​trigger|trigger]] in the world. Common trigger actions include: [[patterns:​kill_action|kill actions]],[[patterns:​activate|activate actions]], and [[patterns:​move_action|move actions]]. +
- +
-  * **Chase Area**: how far the NPC will chase and attack ​the player ​if a trigger action is performed. Often this area will be infinite, but can also be bound to specific rooms or map areas. +
- +
-  * **Line of Sight Required vs. Not Required**: whether it is required that the guard NPC can see the trigger action happen ​in order to activate and attack on the player. +
- +
-  * **Defeatable vs Undefeatable**:​ once triggered, is the guard defeatable in combat, or are they immortal? Compare [[games:​oblivion|Oblivion]]'​s city guards, who are defeatable, to the inquisitor'​s men on the first island in [[games:​risen|Risen]]. See also [[patterns:​unwinnable_fight|Unwinnable Fight]] and [[patterns:​soft_gate|Soft Gate]].+
 =====Examples===== =====Examples=====
-  * [[games:oblivion|Elder Scrolls IVOblivion]]. Killing ​civilian in an Elders Scrolls city triggers ​the city guards to attack. +  * [[games:bg2|Baldur'​s Gate IIShadows of Amn]]. The player usually has party of 6 characters, including herself. The main quest line begins when one member of the player'​s ​party, Imoen, is kidnapped and the player ​must save her.
-  * [[games:​dragonage|Dragon Age: Origins]]. Pouring dragon'​s ​blood on the urn of sacred ashes in Dragon Age will trigger its guardian to attack ​the player. +
- +
-====In Worked Examples==== +
- +
-  * [[examples:​desertgate|Desertgate]]+
 =====Related Patterns===== =====Related Patterns=====
-  * [[patterns:unwinnable_fight|Unwinnable Fight]] - See the variable //​undefeatable//​. Activating a guard NPC's trigger may result in an enemy that cannot be killed, and will continually attack. +  * [[patterns:inpc|Interactive ​NPC]]
-  * [[patterns:​soft_gate|Soft Gate]] - If a guard NPC is protecting an area, or item that is needed to advance the game, and he is a much higher level than the player, that guard acts as a soft gate, impeding progress until the player is of high enough level to face him. +
-  * [[patterns:​trigger|Trigger]] - All instances of the guard pattern involve some sort of trigger attached to an object or area, which determines when they become hostile. +
- +
-=====Quest-Level Relationships=====+
-  * [[patterns:​quest_tied_item|Quest Tied Item]] ​A quest tied item can be one of a guard'​s protected objects. +=====Quest-Level Relationship===== 
-  * [[patterns:kill_action|Kill Action]] - Potential trigger action +  * Companion NPCs often have special ​[[patterns:side_quest|side quests]] availableThese are sometimes only available if the player has gained sufficient favor with the character.
-  * [[patterns:​activate|Activate]] - Potential trigger action. +
-  * [[patterns:​move_action|Move Action]] - Potential trigger action.+
-{{tag>​level:​npc games:oblivion games:​dragonage}}+{{tag>​level:​npc games:bg2}}
patterns/companion.1308110736.txt.gz · Last modified: 2011/06/15 04:05 by Gillian Smith
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