Difference between revisions of "Agents"
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''Game elements that can be interpreted as having goals.'' | ''Game elements that can be interpreted as having goals.'' | ||
− | Games can be viewed as simulations, i.e. an imitation of some aspect of reality. While these may overlook other aspects and include fantastical elements, games often include representations of [[Agents]] that actively work towards goals through manipulating the game environment. These [[Agents]] may be the points through which | + | Games can be viewed as simulations, i.e. an imitation of some aspect of reality. While these may overlook other aspects and include fantastical elements, games often include representations of [[Agents]] that actively work towards goals through manipulating the game environment. These [[Agents]] may be the points through which player can interact with the game or be the conduits for game facilitators or separated sets of rules to enact other inhabitants in the game world. |
=== Examples === | === Examples === | ||
− | |||
While the ghosts of [[Pac-Man]] and the alien of [[Space Invaders]] can kill the player they do not actively react to what the player does<ref name="Pac-Man"/><ref name="Space Invaders"/>. In this they show little evidence for agency. In contrast, the enemies in later games such as the [[Doom series]], the [[Fallout series]], and the [[Left 4 Dead series]] adjust their actions in response to player actions. This is typically enhanced by them going from passive modes to active modes when first detecting the players. | While the ghosts of [[Pac-Man]] and the alien of [[Space Invaders]] can kill the player they do not actively react to what the player does<ref name="Pac-Man"/><ref name="Space Invaders"/>. In this they show little evidence for agency. In contrast, the enemies in later games such as the [[Doom series]], the [[Fallout series]], and the [[Left 4 Dead series]] adjust their actions in response to player actions. This is typically enhanced by them going from passive modes to active modes when first detecting the players. | ||
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The presence of humans controlling [[Avatars]] or [[Units]] in games makes it nearly impossible to avoid have [[Agents]] in games, and one could argue that unless human-controlled [[Agents]] exist in the design it is not a game. The description of [[Crobots]], [[P-Robots]], etc., as games show that others argue that this is not necessary. | The presence of humans controlling [[Avatars]] or [[Units]] in games makes it nearly impossible to avoid have [[Agents]] in games, and one could argue that unless human-controlled [[Agents]] exist in the design it is not a game. The description of [[Crobots]], [[P-Robots]], etc., as games show that others argue that this is not necessary. | ||
− | [[Characters]] | + | [[Avatars]], [[Characters]] and [[Units]] are examples of how [[Agents]] can be created by being directed by humans (or only seem to be so due to actually being [[Mules]] or [[AI Players]]). [[NPCs]] and [[Units]] controlled by [[Algorithmic Agents]] or [[Game Masters]] are examples of other common types of [[Agents]]. |
− | [[ | + | [[Agents]] as a pattern are often volatile, that is players tend to rationalize them to simpler mental constructs if possible. This in practice means that they are perceived as game elements which move and act with [[Predictable Consequences]] and where one doesn't have to assume they have intentional goals. The use of [[Game Masters]], and for [[Multiplayer Games]] other players, can make it impossible to reduce [[Agents]] behavior to a set of rules, at least as long as the [[Game Masters]] and players aren't simply following a set of rules (they may not have an option unless the game has a [[Freedom of Choice]] or [[Randomness]]). |
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+ | [[Unpredictable Behavior]] | ||
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+ | |||
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+ | [[Roleplaying]] | ||
[[AI Players]] | [[AI Players]] | ||
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[[Enforced Agent Behavior]] | [[Enforced Agent Behavior]] | ||
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[[Focus Loci]] | [[Focus Loci]] | ||
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[[Challenging Gameplay]] | [[Challenging Gameplay]] | ||
[[Emotional Attachment]] | [[Emotional Attachment]] | ||
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[[Stimulated Planning]] | [[Stimulated Planning]] | ||
[[Enemies]] | [[Enemies]] | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | As a first step to making players and [[Spectators]] | ||
+ | |||
=== Interface Aspects === | === Interface Aspects === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | [[Predictable Consequences]] | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === |
Revision as of 11:36, 2 January 2011
Game elements that can be interpreted as having goals.
Games can be viewed as simulations, i.e. an imitation of some aspect of reality. While these may overlook other aspects and include fantastical elements, games often include representations of Agents that actively work towards goals through manipulating the game environment. These Agents may be the points through which player can interact with the game or be the conduits for game facilitators or separated sets of rules to enact other inhabitants in the game world.
Contents
Examples
While the ghosts of Pac-Man and the alien of Space Invaders can kill the player they do not actively react to what the player does[1][2]. In this they show little evidence for agency. In contrast, the enemies in later games such as the Doom series, the Fallout series, and the Left 4 Dead series adjust their actions in response to player actions. This is typically enhanced by them going from passive modes to active modes when first detecting the players.
Players' characters in roleplaying games such as Dungeons & Dragons and GURPS are examples of Agents since enacting or saying what the characters do is the way they can affect the game world. Likewise, all the non-player characters and monster controlled by game masters are Agents.
Using the pattern
The presence of humans controlling Avatars or Units in games makes it nearly impossible to avoid have Agents in games, and one could argue that unless human-controlled Agents exist in the design it is not a game. The description of Crobots, P-Robots, etc., as games show that others argue that this is not necessary.
Avatars, Characters and Units are examples of how Agents can be created by being directed by humans (or only seem to be so due to actually being Mules or AI Players). NPCs and Units controlled by Algorithmic Agents or Game Masters are examples of other common types of Agents.
Agents as a pattern are often volatile, that is players tend to rationalize them to simpler mental constructs if possible. This in practice means that they are perceived as game elements which move and act with Predictable Consequences and where one doesn't have to assume they have intentional goals. The use of Game Masters, and for Multiplayer Games other players, can make it impossible to reduce Agents behavior to a set of rules, at least as long as the Game Masters and players aren't simply following a set of rules (they may not have an option unless the game has a Freedom of Choice or Randomness).
Drop-In/Drop-Out Challenging Gameplay Emotional Attachment Stimulated Planning Enemies Fudged Results Multiplayer Games Loyalty
Diegetic Aspects
As a first step to making players and Spectators
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Avatars, Humans, Units, Algorithmic Agents
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Enemies section in the Wikipedia entry for Pac-Man.
- ↑ Wikipedia entry for Space Invaders.