Open Destiny

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The ability of agents to have different narrative arcs between game instances due to the events that took place in the game session.

Examples

Using the pattern

It may not be clear to players that NPCs and Factions have Open Destinies. The use of Cut Scenes that describe what happened after gameplay ended can solve this since the act of telling this can indicate that other endings were possible (this is especially clear if the Cut Scenes relate to how players solved or failed to solve goals and Quests). Examples of games which use this include the Fallout New Vegas in the Fallout series.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

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