Own Agenda

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

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Roleplaying

-

Can Instantiate

Thematic Consistency

with Algorithmic Agents

AI Players

Can Modulate

Agents, Algorithmic Agents, Companions, Non-Player Characters

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

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

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

Acknowledgments