Difference between revisions of "Initiative"
From gdp3
(6 intermediate revisions by the same user not shown) | |||
Line 3: | Line 3: | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
− | [[Category: | + | [[Category:Needs references]] |
− | + | ||
''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 === | ||
Line 25: | Line 23: | ||
=== 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 === | ||
Line 36: | Line 37: | ||
== References == | == References == | ||
− | |||
<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.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
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
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.