Difference between revisions of "Goal-Driven Personal Development"
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== Consequences == | == Consequences == | ||
− | The possibility of [[Goal-Driven Personal Development]] in a game allows [[Agents]] to have their [[Own Agenda]] that develop over time. | + | The possibility of [[Goal-Driven Personal Development]] in a game allows [[Agents]] to have their [[Own Agenda]] that develop over time. When applied to non-human agents, i.e. [[Algorithmic Agents]], [[Goal-Driven Personal Development]] allows these to have [[Open Destiny|Open Destinies]] and can provide [[Replayability]] in making it interesting for players to perceive the differences in outcomes for them in various game instances. |
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− | [[Open Destiny]] | + | |
== Relations == | == Relations == |
Revision as of 14:46, 26 October 2015
The ability of agents to update their goals after the closure of existing goals.
Contents
Examples
Using the pattern
Can Modulate
Can Be Instantiated By
Narration Aspects
Consequences
The possibility of Goal-Driven Personal Development in a game allows Agents to have their Own Agenda that develop over time. When applied to non-human agents, i.e. Algorithmic Agents, Goal-Driven Personal Development allows these to have Open Destinies and can provide Replayability in making it interesting for players to perceive the differences in outcomes for them in various game instances.
Relations
Can Instantiate
Own Agenda, Thematic Consistency
with Algorithmic Agents
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.