Difference between revisions of "Open Destiny"

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[[Category:Agent Patterns]]
 
[[Category:Agent Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 +
[[Category:Needs references]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
''The ability of agents to have different narrative arcs between game instances due to the events that took place in the game session.''
 
''The ability of agents to have different narrative arcs between game instances due to the events that took place in the game session.''

Revision as of 13:46, 2 May 2010

The ability of agents to have different narrative arcs between game instances due to the events that took place in the game session.

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 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