Difference between revisions of "Initiative"

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[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
[[Category:Staffan's current workpage]]
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[[Category:Needs references]]
 
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''The ability of agents to take actions not directly perceived as the consequence of game events.''
 
''The ability of agents to take actions not directly perceived as the consequence of game events.''
 
  
 
=== Examples ===
 
=== Examples ===
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=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Algorithmic Agents]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
 +
=== Possible Closure Effects ===
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
  
 
== History ==
 
== History ==
A rewrite of a pattern that was part of the original collection in the paper''Gameplay Design Patterns for Believable Non-Player Characters''<ref name="Lankoski & Björk 2007"/>.
+
A rewrite of a pattern that was part of the original collection in the paper ''Gameplay Design Patterns for Believable Non-Player Characters''<ref name="Lankoski & Björk 2007"/>.
  
 
== References ==
 
== References ==
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).
 
 
<references>
 
<references>
 
<ref name="Lankoski & Björk 2007">Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.</ref>
 
<ref name="Lankoski & Björk 2007">Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.</ref>

Latest revision as of 08:37, 6 December 2010

The ability of agents to take actions not directly perceived as the consequence of game events.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Algorithmic Agents

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

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