Own Agenda

From gdp3
Revision as of 18:25, 31 July 2014 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

The ability of agents to seem to strive towards personal goals.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Roleplaying

-

Agents Non-Player Characters AI Players Companions Thematic Consistency Scripted Information Sequences Narration Structures


Can Instantiate

Can Modulate

Algorithmic Agents

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

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.

Acknowledgments