Difference between revisions of "Mules"

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[[Category:Agent Patterns]]
 
[[Category:Agent Patterns]]
 
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[[Category:Needs work]]
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[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Stub]]
 
[[Category:Stub]]

Revision as of 13:45, 2 May 2010

Algorithmic Agents that can take over the role of players from humans.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Algorithmic Agents

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

A revised version of the pattern Mule that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgments

Karl-Petter Åkesson