Difference between revisions of "Mules"

From gdp3
Jump to: navigation, search
Line 3: Line 3:
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
[[Category:Staffan's current workpage]]
+
[[Category:Stub]]
 
''Algorithmic Agents that can take over the role of players from humans.''
 
''Algorithmic Agents that can take over the role of players from humans.''
  
Line 32: Line 32:
  
 
== 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.

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

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgments

Karl-Petter Åkesson