Difference between revisions of "Memory of Important Events"

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== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Own Agenda]],
 
+
[[Sense of Self]]
==== with ... ====
+
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Awareness of Surroundings]],
 +
[[Non-Player Characters]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 20:31, 12 August 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Own Agenda, Sense of Self

Can Modulate

Awareness of Surroundings, Non-Player Characters

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Memory of Important Events that was first identified in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].

References

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.

Acknowledgements

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