Own Agenda
From gdp3
The ability of agents to seem to strive towards personal goals.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
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Can Instantiate
with Algorithmic Agents
Can Modulate
Agents, Algorithmic Agents, Companions, Non-Player Characters
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Scripted Information Sequences in games that are also intended to have Replayability
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.