Difference between revisions of "Unpredictable Behavior"
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[[Algorithmic Agents]] can be modified to exhibit this behavior also, in this case typically through [[Randomness]] but sufficiently complex rule-based behaviors can also produce this result as can vagueness which [[ELIZA]] shows. | [[Algorithmic Agents]] can be modified to exhibit this behavior also, in this case typically through [[Randomness]] but sufficiently complex rule-based behaviors can also produce this result as can vagueness which [[ELIZA]] shows. | ||
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== Consequences == | == Consequences == | ||
− | The use of [[Unpredictable Behavior]] can give the illusion of [[Agents]] having [[Own Agenda|Own Agendas]] | + | The use of [[Unpredictable Behavior]] can give the illusion of [[Agents]] having [[Own Agenda|Own Agendas]] which indirectly can support [[Thematic Consistency]] in [[Game Worlds]]. Rather obvious, [[Unpredictable Behavior]] can work against a game having [[Predictable Consequences]]. |
− | [[Thematic Consistency]] | + | |
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== Relations == | == Relations == | ||
[[Game Masters]] | [[Game Masters]] |
Revision as of 11:31, 19 August 2014
The ability of agents to make actions that are unexpected.
This pattern is still a stub.
Contents
Examples
Using the pattern
Unpredictable Behavior is a pattern for modifying how Agents behave. The easiest way to create the possibility for this is simply to let players control the agents but Game Masters can be more appropriate for Non-Player Characters.
Algorithmic Agents can be modified to exhibit this behavior also, in this case typically through Randomness but sufficiently complex rule-based behaviors can also produce this result as can vagueness which ELIZA shows.
Consequences
The use of Unpredictable Behavior can give the illusion of Agents having Own Agendas which indirectly can support Thematic Consistency in Game Worlds. Rather obvious, Unpredictable Behavior can work against a game having Predictable Consequences.
Relations
Game Masters Surprises Predictable Consequences
Can Instantiate
Own Agenda, Thematic Consistency
Can Modulate
Agents, Algorithmic Agents, Non-Player Characters
Can Be Instantiated By
Game Masters, Players, Randomness
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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.
Acknowledgments
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