Difference between revisions of "Unpredictable Behavior"
From gdp3
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[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
+ | [[Category:Staffan's current workpage]] | ||
''The ability of agents to make actions that are unexpected.'' | ''The ability of agents to make actions that are unexpected.'' | ||
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=== Examples === | === Examples === | ||
+ | |||
+ | [[ELIZA]] | ||
== Using the pattern == | == Using the pattern == | ||
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== Relations == | == Relations == | ||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Own Agenda]], | ||
+ | [[Thematic Consistency]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | [[Algorithmic Agents]] | + | [[Agents]], |
+ | [[Algorithmic Agents]], | ||
+ | [[Non-Player Characters]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Randomness]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 20:29, 12 August 2014
The ability of agents to make actions that are unexpected.
This pattern is still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Own Agenda, Thematic Consistency
Can Modulate
Agents, Algorithmic Agents, Non-Player Characters
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.
Acknowledgments
-