Difference between revisions of "Sense of Self"
From gdp3
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== Relations == | == Relations == | ||
− | [[Own Agenda]] | + | === Can Instantiate === |
− | + | [[Own Agenda]], | |
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[[Thematic Consistency]] | [[Thematic Consistency]] | ||
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== History == | == History == |
Revision as of 21:26, 1 August 2014
The ability of agents to react to events concerning it or to its internal states.
Contents
[hide]Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Own Agenda, Thematic Consistency
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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
- Jump up ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.