Difference between revisions of "Own Agenda"

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(Relations)
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-  
 
-  
  
[[Agents]]
+
=== Can Instantiate ===
[[Non-Player Characters]]
+
[[AI Players]]
+
[[Companions]]
+
 
[[Thematic Consistency]]
 
[[Thematic Consistency]]
[[Scripted Information Sequences]]
 
[[Narration Structures]]
 
  
 
+
==== with [[Algorithmic Agents]] ====
=== Can Instantiate ===
+
[[AI Players]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Algorithmic Agents]]
+
[[Agents]],
 +
[[Algorithmic Agents]],
 +
[[Companions]],
 +
[[Non-Player Characters]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[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.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Roleplaying

-

Can Instantiate

Thematic Consistency

with Algorithmic Agents

AI Players

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

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.

Acknowledgments