Difference between revisions of "Agents"
Line 7: | Line 7: | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
''Game elements that can be interpreted as having goals.'' | ''Game elements that can be interpreted as having goals.'' | ||
+ | |||
+ | Games can be viewed as simulations, i.e. an imitation of some aspect of reality. While these may overlook other aspects and include fantastical elements, games often include representations of [[Agents]] that actively work towards goals through manipulating the game environment. These [[Agents]] may be the points through which | ||
=== Examples === | === Examples === | ||
While the ghosts of [[Pac-Man]] and the alien of [[Space Invaders]] can kill the player they do not actively react to what the player does<ref name="Pac-Man"/><ref name="Space Invaders"/>. In this they show little evidence for agency. In contrast, the enemies in later games such as the [[Doom series]], the [[Fallout series]], and the [[Left 4 Dead Series]] adjust their actions in response to player actions. This is typically enhanced by them going from passive modes to active modes when first detecting the players. | While the ghosts of [[Pac-Man]] and the alien of [[Space Invaders]] can kill the player they do not actively react to what the player does<ref name="Pac-Man"/><ref name="Space Invaders"/>. In this they show little evidence for agency. In contrast, the enemies in later games such as the [[Doom series]], the [[Fallout series]], and the [[Left 4 Dead Series]] adjust their actions in response to player actions. This is typically enhanced by them going from passive modes to active modes when first detecting the players. | ||
+ | |||
+ | Players' characters in roleplaying games such as [[Dungeons & Dragons]] and [[GURPS]] are examples of [[Agents]] since enacting or saying what the characters do is the way they can affect the game world. Likewise, all the non-player characters and monster controlled by game masters are [[Agents]]. | ||
== Using the pattern == | == Using the pattern == | ||
Line 26: | Line 30: | ||
[[NPCs]] | [[NPCs]] | ||
[[Characters]] | [[Characters]] | ||
+ | |||
+ | [[Focus Loci]] | ||
[[Drop-In/Drop-Out]] | [[Drop-In/Drop-Out]] |
Revision as of 07:35, 2 January 2011
Game elements that can be interpreted as having goals.
Games can be viewed as simulations, i.e. an imitation of some aspect of reality. While these may overlook other aspects and include fantastical elements, games often include representations of Agents that actively work towards goals through manipulating the game environment. These Agents may be the points through which
Contents
Examples
While the ghosts of Pac-Man and the alien of Space Invaders can kill the player they do not actively react to what the player does[1][2]. In this they show little evidence for agency. In contrast, the enemies in later games such as the Doom series, the Fallout series, and the Left 4 Dead Series adjust their actions in response to player actions. This is typically enhanced by them going from passive modes to active modes when first detecting the players.
Players' characters in roleplaying games such as Dungeons & Dragons and GURPS are examples of Agents since enacting or saying what the characters do is the way they can affect the game world. Likewise, all the non-player characters and monster controlled by game masters are Agents.
Using the pattern
The presence of humans controlling Avatars or Units in games makes it nearly impossible to avoid have Agents in games, and one could argue that unless human-controlled Agents exist in the design it is not a game. The description of Crobots, P-Robots, etc., as games show that others argue that this is not necessary.
Avatars and Units are examples of how Agents can be created by being directed by humans (or only seem to be so due to actually being Mules or AI Players).
Drop-In/Drop-Out Challenging Gameplay Emotional Attachment Algorithmic Agents Non-Player Characters Stimulated Planning Enemies Fudged Results Multiplayer Games Loyalty
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Avatars, Humans, Units, Algorithmic Agents
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Enemies section in the Wikipedia entry for Pac-Man.
- ↑ Wikipedia entry for Space Invaders.