Unpredictable Behavior
From gdp3
Revision as of 20:29, 12 August 2014 by Staffan Björk (Talk | contribs)
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
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Possible Closure Effects
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Potentially Conflicting With
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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
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