Difference between revisions of "Initiative"
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== References == | == References == | ||
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference). | References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference). | ||
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<references> | <references> | ||
<ref name="Lankoski & Björk 2007">Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.</ref> | <ref name="Lankoski & Björk 2007">Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.</ref> | ||
</references> | </references> | ||
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== Acknowledgments == | == Acknowledgments == |
Revision as of 10:58, 13 January 2010
The ability of agents to take actions not directly perceived as the consequence of game events.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
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 paperGameplay Design Patterns for Believable Non-Player Characters[1].
References
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.