patterns:companion [2011/06/15 04:06] Gillian Smith removed |
patterns:companion [2011/07/09 07:39] (current) Gillian Smith [Related Patterns] |
======Guard Npc====== | ======Companion====== |
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{{:patterns:guard-oblivion.png?direct}} | |
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[[games:oblivion|Elders Scrolls IV: Oblivion]] | |
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=====Description===== | =====Description===== |
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A guard is an [[patterns:npc|NPC]] that guards a person, place or thing in the game world. | A 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 a "party" system as opposed to a single adventurer. |
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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===== |
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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. | * Control: whether or not the player can control the companion member, or the extent to which the companion can be controlled. For example, some 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. |
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=====Variables===== | |
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* **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]]. | |
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* **Trigger Action**: what actions taken on the guarded objects will cause an attack on the player. Occasionally 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]]. | |
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* **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. | |
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* **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. | |
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* **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]]. | |
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=====Examples===== | =====Examples===== |
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* [[games:oblivion|Elder Scrolls IV: Oblivion]]. Killing a civilian in an Elders Scrolls city triggers the city guards to attack. | * [[games:bg2|Baldur's Gate II: Shadows of Amn]]. The player usually has a 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. | |
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====In Worked Examples==== | |
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* [[examples:desertgate|Desertgate]] | |
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=====Related Patterns===== | =====Related Patterns===== |
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* [[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. | |
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=====Quest-Level Relationships===== | |
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* [[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]] available. These 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. | |
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{{tag>level:npc games:oblivion games:dragonage}} | {{tag>level:npc games:bg2}} |