Difference between revisions of "Goal-Driven Personal Development"
From gdp3
(→Can Modulate) |
|||
Line 3: | Line 3: | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
− | |||
− | |||
''The ability of agents to update their goals after the closure of existing goals.'' | ''The ability of agents to update their goals after the closure of existing goals.'' | ||
Revision as of 17:47, 11 April 2010
The ability of agents to update their goals after the closure of existing goals.
Contents
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 rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.