# NPC Distraction Physics **Information Architecture**: NPC follows patrol/behavior pattern that blocks access to location or item. Blocking condition is *physical/spatial* rather than dialogue-based: line-of-sight, proximity triggers, or path obstruction. Solution requires manipulating environment to break the blocking condition without direct confrontation. **Player Action Pattern**: Observe NPC behavior loop. Identify environmental object/action that can exploit timing, physics, or AI limitations. Execute action to divert/obstruct/block NPC's attention or movement. Access previously blocked element during distraction window. **Core Mechanic**: Spatial/temporal manipulation creates opportunity window. Unlike Sensory Exploitation (direct vulnerability attack like tickle/sleep), DNP exploits *environment* + *NPC pathfinding/routine*. Player becomes environmental engineer, creating puzzle in 3D space using standard actions. **Variations**: - Pull lever/activate object that NPC must investigate, breaking patrol pattern - Create physical obstruction (object on tracks, blocking door) - Redirect NPC attention via object manipulation (pull totem nose → monkey hangs there → NPC path rerouted) - Timing puzzle: wait for patrol cycle gap + execute grab action in short window **Adventure Game Implementation**: - LOOK at environment to spot interaction point that affects NPC behavior - Standard WALK/USE/PULL/PUSH actions on environmental objects - Observe NPC AI pattern (patrol route, reaction triggers) - Trigger environmental change → NPC reroutes or becomes occupied → access granted **Example Structure**: ``` Blockage Phase: → Target [ITEM] protected by [NPC_GUARD] with patrol loop to [OBJECT] → Direct theft impossible ("Can't steal while watched!") Solution Phase: → Examine [ENVIRONMENTAL_OBJECT] within guard's patrol path/range → Realize action will divert NPC attention or alter movement pattern: - USE object on [TRIGGER_POINT] creates distraction - PULL [OBJECT] physically obstructs NPC path - TIME window when NPC is investigating/occupies alternate location Execution Phase: → Activate environment while NPC distracted → Access [ITEM] during vulnerability window → Distraction must be sustained or timed precisely ``` **King's Quest VI Parallel**: None identified in walkthrough. **Monkey Island Example**: - **Totem Pole / Monkey Blockade**: - Goal: Enter Giant Monkey Head interior (blocked) - Problem: Monkey guards it, standing on totem pole nose - Solution: Pull Nose down → Monkey follows and hangs from pulled-down nose → Monkey physically occupies space away from gate → Access granted - Distraction + spatial displacement = access --- ## Related Types - **Sensory Exploitation**: Attacks NPC directly via vulnerability; DNP attacks NPC indirectly via environment - **Timed Consequence**: Both use timing, but TC is about *narrative urgency deadline* while DNP creates player's own timing window - **Multi-Faceted Plan**: DNP often uses simpler "one action breaks blockage" vs MFP's multi-requirement synthesis