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theory:indirect_control [2011/01/05 02:17] vision |
theory:indirect_control [2011/05/18 20:16] moai Perhaps a more accurate description of what was intended by the first category? |
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Consider the following three categories of **indirect control** within videogames: | Consider the following three categories of **indirect control** within videogames: | ||
- | -In which the player guides non-player avatars/agents through programmed tasks, as in //The Incredible Machine// and //Lemmings//; | + | -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!//; |
-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//; and | -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//; and | ||
-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//. | -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//. |