Difference between revisions of "Mules"
From gdp3
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[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
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''Algorithmic Agents that can take over the role of players from humans.'' | ''Algorithmic Agents that can take over the role of players from humans.'' | ||
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== History == | == History == | ||
+ | A revised version of the pattern ''Mule'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>. | ||
== References == | == References == | ||
+ | <references> | ||
+ | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | ||
+ | </references> | ||
== Acknowledgments == | == Acknowledgments == | ||
Karl-Petter Åkesson | Karl-Petter Åkesson |
Revision as of 17:34, 11 April 2010
Algorithmic Agents that can take over the role of players from humans.
Contents
[hide]Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A revised version of the pattern Mule that was part of the original collection in the book Patterns in Game Design[1].
References
- Jump up ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgments
Karl-Petter Åkesson