Difference between revisions of "Mules"
From gdp3
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[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
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''Algorithmic Agents that can take over the role of players from humans.'' | ''Algorithmic Agents that can take over the role of players from humans.'' | ||
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== History == | == History == | ||
+ | A revised version of the pattern ''Mule'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>. | ||
== References == | == References == | ||
+ | <references> | ||
+ | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | ||
+ | </references> | ||
== Acknowledgments == | == Acknowledgments == | ||
Karl-Petter Åkesson | Karl-Petter Åkesson |
Revision as of 17:34, 11 April 2010
Algorithmic Agents that can take over the role of players from humans.
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
Potentially Conflicting With
History
A revised version of the pattern Mule that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgments
Karl-Petter Åkesson