Difference between revisions of "Own Agenda"
From gdp3
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− | + | === Can Instantiate === | |
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[[Thematic Consistency]] | [[Thematic Consistency]] | ||
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− | + | ==== with [[Algorithmic Agents]] ==== | |
− | === | + | [[AI Players]] |
=== Can Modulate === | === Can Modulate === | ||
− | [[Algorithmic Agents]] | + | [[Agents]], |
+ | [[Algorithmic Agents]], | ||
+ | [[Companions]], | ||
+ | [[Non-Player Characters]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Scripted Information Sequences]] in games that are also intended to have [[Replayability]] | ||
== History == | == History == |
Revision as of 18:37, 31 July 2014
The ability of agents to seem to strive towards personal goals.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
-
Can Instantiate
with Algorithmic Agents
Can Modulate
Agents, Algorithmic Agents, Companions, Non-Player Characters
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Scripted Information Sequences in games that are also intended to have Replayability
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.