Difference between revisions of "Own Agenda"

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(Relations)
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[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
''The ability of agents to seem to strive towards personal goals.''
 
''The ability of agents to seem to strive towards personal goals.''
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 +
Note: ''This pattern specifically discusses how agents can use their agency to work towards goals of their character. For this reason, the pattern does not have relations to narration patterns.''
  
 
=== Examples ===
 
=== Examples ===
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The bots used in [[:Category:FPS Games|FPS Games]] such as [[Counter-Strike]] and the [[Left 4 Dead series]] can work towards completing the goals of the games the same way players can. While this can be seen that they do have their [[Own Agenda]], the characterization of people in those games in weak so this is a weak example.
  
 
== Using the pattern ==
 
== Using the pattern ==
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=== Can Modulate ===
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[[Agents]],
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[[Algorithmic Agents]],
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[[Companions]],
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[[Non-Player Characters]]
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Thematic Consistency]],
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[[Roleplaying]]
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==== with [[Algorithmic Agents]] ====
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[[AI Players]]
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=== Potentially Conflicting With ===
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[[Scripted Information Sequences]] in games that are also intended to have [[Replayability]]
  
 
== Relations ==
 
== Relations ==

Revision as of 21:07, 31 July 2014

The ability of agents to seem to strive towards personal goals.

Note: This pattern specifically discusses how agents can use their agency to work towards goals of their character. For this reason, the pattern does not have relations to narration patterns.

Examples

The bots used in FPS Games such as Counter-Strike and the Left 4 Dead series can work towards completing the goals of the games the same way players can. While this can be seen that they do have their Own Agenda, the characterization of people in those games in weak so this is a weak example.

Using the pattern

Can Modulate

Agents, Algorithmic Agents, Companions, Non-Player Characters


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Thematic Consistency, Roleplaying

with Algorithmic Agents

AI Players

Potentially Conflicting With

Scripted Information Sequences in games that are also intended to have Replayability

Relations

Can Instantiate

Thematic Consistency, Roleplaying

with Algorithmic Agents

AI Players

Can Modulate

Agents, Algorithmic Agents, Companions, Non-Player Characters

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Scripted Information Sequences in games that are also intended to have Replayability

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