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
Can Instantiate
Thematic Consistency, Roleplaying
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.