Difference between revisions of "Agents"
From gdp3
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== Using the pattern == | == 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 [[P-Robots]], [[C-Robots]], etc., as games show that others argue that this is not necessary. | ||
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== Consequences == | == Consequences == | ||
+ | |||
== Relations == | == Relations == |
Revision as of 10:47, 13 January 2010
Game elements that can be interpreted as having goals.
Contents
Examples
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 P-Robots, C-Robots, etc., as games show that others argue that this is not necessary.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
New pattern created in this wiki.