Difference between revisions of "Goal-Driven Personal Development"
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=== Narration Aspects === | === Narration Aspects === | ||
− | [[Thematic Consistency]] | + | 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.
Contents
Examples
Using the pattern
Can Modulate
Can Be Instantiated By
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
Can Instantiate
Own Agenda, Thematic Consistency
with Algorithmic Agents
Can Modulate
Can Be Instantiated By
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.