Difference between revisions of "Goal-Driven Personal Development"

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(Consequences)
(Narration Aspects)
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=== Narration Aspects ===
 
=== Narration Aspects ===
[[Thematic Consistency]]
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One part of making [[Agents]] believable is that they have intentionality, i.e. have goals and take actions to make these goals be fulfilled. [[Goal-Driven Personal Development]] not only relies on that [[Agents]] have goals but update the goals based on how the previous goals succeeded or not, and through this can help create [[Thematic Consistency]] by making these [[Agents]] believable regarding this issue.
  
 
== Consequences ==
 
== Consequences ==

Revision as of 14:51, 26 October 2015

The ability of agents to update their goals after the closure of existing goals.

Examples

Using the pattern

Can Modulate

Algorithmic Agents

Can Be Instantiated By

Quests

Narration Aspects

One part of making Agents believable is that they have intentionality, i.e. have goals and take actions to make these goals be fulfilled. Goal-Driven Personal Development not only relies on that Agents have goals but update the goals based on how the previous goals succeeded or not, and through this can help create Thematic Consistency by making these Agents believable regarding this issue.

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

Agents

Can Instantiate

Own Agenda, Thematic Consistency

with Algorithmic Agents

Open Destiny, Replayability

Can Modulate

Algorithmic Agents

Can Be Instantiated By

Quests

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

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.

Acknowledgments