Indirect Control

Consider the following three categories of indirect control within videogames:

  1. In which there are one or more non-player actors which, when given a command by the player, are expected to respond in a predictable manner (barring simulations of mood/trust/etc. that may have them act otherwise), as in Lemmings, Pac-Man 2: The New Adventures and Hey You, Pikachu! (examples);
  2. In which a player character or environment under the player's direct control is used to direct a dependent object, as in Bubble Ghost and Cameltry (examples); and
  3. In which a player character controls its own player character(s) without that control transfered directly to the player—those with a secondary player character (SPC), perhaps, that borrows the will of the player character, instead of (directly) that of the player. Examples include Illbleed, Mischief Makers and Shadow of the Colossus (examples).





See Also

 theory/indirect_control.txt · Last modified: 2017/04/08 09:58 (external edit)
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