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theory:indirect_control [2011/01/05 02:17]
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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//.
 
 theory/indirect_control.txt · Last modified: 2017/04/08 09:58 (external edit)
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